ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
Intersection *isect,
float3 P,
float3 dir,
uint visibility,
int object,
int prim_addr)
{
const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
const ssef *ssef_verts = (ssef *)&kg->__prim_tri_verts.data[tri_vindex];
#else
const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 0),
tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 1),
tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex + 2);
#endif
float t, u, v;
if (ray_triangle_intersect(P,
dir,
isect->t,
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
ssef_verts,
#else
float4_to_float3(tri_a),
float4_to_float3(tri_b),
float4_to_float3(tri_c),
#endif
&u,
&v,
&t)) {
#ifdef __VISIBILITY_FLAG__
/* Visibility flag test. we do it here under the assumption
* that most triangles are culled by node flags.
*/
if (kernel_tex_fetch(__prim_visibility, prim_addr) & visibility)
#endif
{
isect->prim = prim_addr;
isect->object = object;
isect->type = PRIMITIVE_TRIANGLE;
isect->u = u;
isect->v = v;
isect->t = t;
return true;
}
}
return false;
}