Eliminated some unnecessary left drift in BVH4 code.
IMO this is much easier to read.
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92fd83a766
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@ -83,113 +83,109 @@ impl<'a> BVH4<'a> {
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pub fn traverse<T, F>(&self, rays: &mut [AccelRay], objects: &[T], mut obj_ray_test: F)
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where F: FnMut(&T, &mut [AccelRay])
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{
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match self.root {
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None => {}
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if self.root.is_none() {
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return;
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}
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Some(root) => {
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// +2 of max depth for root and last child
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let mut node_stack = [Some(root); BVH_MAX_DEPTH + 2];
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let mut ray_i_stack = [rays.len(); BVH_MAX_DEPTH + 2];
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let mut stack_ptr = 1;
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let mut first_loop = true;
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// +2 of max depth for root and last child
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let mut node_stack = [self.root; BVH_MAX_DEPTH + 2];
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let mut ray_i_stack = [rays.len(); BVH_MAX_DEPTH + 2];
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let mut stack_ptr = 1;
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let mut first_loop = true;
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let ray_code = (rays[0].dir_inv.x().is_sign_negative() as u8) |
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((rays[0].dir_inv.y().is_sign_negative() as u8) << 1) |
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((rays[0].dir_inv.z().is_sign_negative() as u8) << 2);
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let ray_code = (rays[0].dir_inv.x().is_sign_negative() as u8) |
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((rays[0].dir_inv.y().is_sign_negative() as u8) << 1) |
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((rays[0].dir_inv.z().is_sign_negative() as u8) << 2);
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while stack_ptr > 0 {
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match node_stack[stack_ptr] {
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Some(&BVH4Node::Internal { bounds, children, traversal_code }) => {
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let node_order_code = {
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TRAVERSAL_TABLE[ray_code as usize][traversal_code as usize]
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};
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let noc1 = node_order_code & 3;
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let noc2 = (node_order_code >> 2) & 3;
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let noc3 = (node_order_code >> 4) & 3;
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let noc4 = (node_order_code >> 6) & 3;
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while stack_ptr > 0 {
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match node_stack[stack_ptr] {
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Some(&BVH4Node::Internal { bounds, children, traversal_code }) => {
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let node_order_code = {
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TRAVERSAL_TABLE[ray_code as usize][traversal_code as usize]
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};
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let noc1 = node_order_code & 3;
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let noc2 = (node_order_code >> 2) & 3;
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let noc3 = (node_order_code >> 4) & 3;
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let noc4 = (node_order_code >> 6) & 3;
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let mut all_hits = 0;
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let mut all_hits = 0;
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// Ray testing
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let part = partition(&mut rays[..ray_i_stack[stack_ptr]], |r| {
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if (!r.is_done()) && (first_loop || r.trav_stack.pop()) {
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let hits = lerp_slice(bounds, r.time)
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.intersect_accel_ray(r)
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.to_bitmask();
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// Ray testing
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let part = partition(&mut rays[..ray_i_stack[stack_ptr]], |r| {
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if (!r.is_done()) && (first_loop || r.trav_stack.pop()) {
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let hits = lerp_slice(bounds, r.time)
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.intersect_accel_ray(r)
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.to_bitmask();
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all_hits |= hits;
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all_hits |= hits;
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if hits != 0 {
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// Push hit bits onto ray's traversal stack
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let shuffled_hits = match children.len() {
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4 => {
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((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1) |
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(((hits >> noc3) & 1) << 2) |
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(((hits >> noc4) & 1) << 3)
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}
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3 => {
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((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1) |
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(((hits >> noc3) & 1) << 2)
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}
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2 => ((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1),
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_ => unreachable!(),
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};
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r.trav_stack.push_n(shuffled_hits, children.len() as u8);
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return true;
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if hits != 0 {
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// Push hit bits onto ray's traversal stack
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let shuffled_hits = match children.len() {
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4 => {
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((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1) |
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(((hits >> noc3) & 1) << 2) |
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(((hits >> noc4) & 1) << 3)
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}
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}
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return false;
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});
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3 => {
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((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1) |
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(((hits >> noc3) & 1) << 2)
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}
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2 => ((hits >> noc1) & 1) | (((hits >> noc2) & 1) << 1),
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_ => unreachable!(),
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};
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r.trav_stack.push_n(shuffled_hits, children.len() as u8);
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// Update stack based on ray testing results
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if part > 0 {
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for i in 0..children.len() {
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let inv_i = (children.len() - 1) - i;
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let child_i = ((node_order_code >> (inv_i * 2)) & 3) as usize;
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node_stack[stack_ptr + i] = if ((all_hits >> child_i) & 1) ==
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0 {
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None
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} else {
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Some(&children[child_i])
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};
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ray_i_stack[stack_ptr + i] = part;
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}
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stack_ptr += children.len() - 1;
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} else {
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stack_ptr -= 1;
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return true;
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}
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}
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return false;
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});
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Some(&BVH4Node::Leaf { object_range }) => {
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let part = if !first_loop {
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partition(&mut rays[..ray_i_stack[stack_ptr]],
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|r| r.trav_stack.pop())
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// Update stack based on ray testing results
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if part > 0 {
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for i in 0..children.len() {
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let inv_i = (children.len() - 1) - i;
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let child_i = ((node_order_code >> (inv_i * 2)) & 3) as usize;
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node_stack[stack_ptr + i] = if ((all_hits >> child_i) & 1) == 0 {
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None
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} else {
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ray_i_stack[stack_ptr]
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Some(&children[child_i])
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};
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for obj in &objects[object_range.0..object_range.1] {
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obj_ray_test(obj, &mut rays[..part]);
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}
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stack_ptr -= 1;
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ray_i_stack[stack_ptr + i] = part;
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}
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None => {
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if !first_loop {
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for r in (&mut rays[..ray_i_stack[stack_ptr]]).iter_mut() {
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r.trav_stack.pop();
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}
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}
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stack_ptr -= 1;
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}
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stack_ptr += children.len() - 1;
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} else {
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stack_ptr -= 1;
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}
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}
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Some(&BVH4Node::Leaf { object_range }) => {
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let part = if !first_loop {
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partition(&mut rays[..ray_i_stack[stack_ptr]], |r| r.trav_stack.pop())
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} else {
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ray_i_stack[stack_ptr]
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};
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for obj in &objects[object_range.0..object_range.1] {
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obj_ray_test(obj, &mut rays[..part]);
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}
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first_loop = false;
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stack_ptr -= 1;
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}
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None => {
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if !first_loop {
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for r in (&mut rays[..ray_i_stack[stack_ptr]]).iter_mut() {
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r.trav_stack.pop();
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}
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}
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stack_ptr -= 1;
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}
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}
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first_loop = false;
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}
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}
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