// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "trianglei.h" #include "triangle_intersector_moeller.h" #include "triangle_intersector_pluecker.h" namespace embree { namespace isa { /*! Intersects M triangles with 1 ray */ template struct TriangleMiIntersector1Moeller { typedef TriangleMi Primitive; typedef MoellerTrumboreIntersector1 Precalculations; static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0, v1, v2; tri.gather(v0,v1,v2,context->scene); pre.intersect(ray,v0,v1,v2,Intersect1EpilogM(ray,context,tri.geomID(),tri.primID())); } static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0, v1, v2; tri.gather(v0,v1,v2,context->scene); return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM(ray,context,tri.geomID(),tri.primID())); } static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri) { return PrimitivePointQuery1::pointQuery(query, context, tri); } }; /*! Intersects M triangles with K rays */ template struct TriangleMiIntersectorKMoeller { typedef TriangleMi Primitive; typedef MoellerTrumboreIntersectorK Precalculations; static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayHitK& ray, IntersectContext* context, const Primitive& tri) { const Scene* scene = context->scene; for (size_t i=0; i::size()); const Vec3vf v0 = tri.template getVertex<0>(i,scene); const Vec3vf v1 = tri.template getVertex<1>(i,scene); const Vec3vf v2 = tri.template getVertex<2>(i,scene); pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM(ray,context,tri.geomID(),tri.primID(),i)); } } static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const Primitive& tri) { vbool valid0 = valid_i; const Scene* scene = context->scene; for (size_t i=0; i::size()); const Vec3vf v0 = tri.template getVertex<0>(i,scene); const Vec3vf v1 = tri.template getVertex<1>(i,scene); const Vec3vf v2 = tri.template getVertex<2>(i,scene); pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM(valid0,ray,context,tri.geomID(),tri.primID(),i)); if (none(valid0)) break; } return !valid0; } static __forceinline void intersect(Precalculations& pre, RayHitK& ray, size_t k, IntersectContext* context, const Primitive& tri) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0, v1, v2; tri.gather(v0,v1,v2,context->scene); pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM(ray,k,context,tri.geomID(),tri.primID())); } static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const Primitive& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0, v1, v2; tri.gather(v0,v1,v2,context->scene); return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM(ray,k,context,tri.geomID(),tri.primID())); } }; /*! Intersects M triangles with 1 ray */ template struct TriangleMiIntersector1Pluecker { typedef TriangleMi Primitive; typedef PlueckerIntersector1 Precalculations; static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0, v1, v2; tri.gather(v0,v1,v2,context->scene); pre.intersect(ray,v0,v1,v2,Intersect1EpilogM(ray,context,tri.geomID(),tri.primID())); } static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0, v1, v2; tri.gather(v0,v1,v2,context->scene); return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM(ray,context,tri.geomID(),tri.primID())); } static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri) { return PrimitivePointQuery1::pointQuery(query, context, tri); } }; /*! Intersects M triangles with K rays */ template struct TriangleMiIntersectorKPluecker { typedef TriangleMi Primitive; typedef PlueckerIntersectorK Precalculations; static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayHitK& ray, IntersectContext* context, const Primitive& tri) { const Scene* scene = context->scene; for (size_t i=0; i::size()); const Vec3vf v0 = tri.template getVertex<0>(i,scene); const Vec3vf v1 = tri.template getVertex<1>(i,scene); const Vec3vf v2 = tri.template getVertex<2>(i,scene); pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM(ray,context,tri.geomID(),tri.primID(),i)); } } static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const Primitive& tri) { vbool valid0 = valid_i; const Scene* scene = context->scene; for (size_t i=0; i::size()); const Vec3vf v0 = tri.template getVertex<0>(i,scene); const Vec3vf v1 = tri.template getVertex<1>(i,scene); const Vec3vf v2 = tri.template getVertex<2>(i,scene); pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM(valid0,ray,context,tri.geomID(),tri.primID(),i)); if (none(valid0)) break; } return !valid0; } static __forceinline void intersect(Precalculations& pre, RayHitK& ray, size_t k, IntersectContext* context, const Primitive& tri) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0, v1, v2; tri.gather(v0,v1,v2,context->scene); pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM(ray,k,context,tri.geomID(),tri.primID())); } static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const Primitive& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0, v1, v2; tri.gather(v0,v1,v2,context->scene); return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM(ray,k,context,tri.geomID(),tri.primID())); } }; /*! Intersects M motion blur triangles with 1 ray */ template struct TriangleMiMBIntersector1Moeller { typedef TriangleMi Primitive; typedef MoellerTrumboreIntersector1 Precalculations; /*! Intersect a ray with the M triangles and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()); pre.intersect(ray,v0,v1,v2,Intersect1EpilogM(ray,context,tri.geomID(),tri.primID())); } /*! Test if the ray is occluded by one of M triangles. */ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()); return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM(ray,context,tri.geomID(),tri.primID())); } static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri) { return PrimitivePointQuery1::pointQuery(query, context, tri); } }; /*! Intersects M motion blur triangles with K rays. */ template struct TriangleMiMBIntersectorKMoeller { typedef TriangleMi Primitive; typedef MoellerTrumboreIntersectorK Precalculations; /*! Intersects K rays with M triangles. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayHitK& ray, IntersectContext* context, const TriangleMi& tri) { for (size_t i=0; i::max_size(); i++) { if (!tri.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); Vec3vf v0,v1,v2; tri.template gather(valid_i,v0,v1,v2,i,context->scene,ray.time()); pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM(ray,context,tri.geomID(),tri.primID(),i)); } } /*! Test for K rays if they are occluded by any of the M triangles. */ static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const TriangleMi& tri) { vbool valid0 = valid_i; for (size_t i=0; i::max_size(); i++) { if (!tri.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); Vec3vf v0,v1,v2; tri.template gather(valid_i,v0,v1,v2,i,context->scene,ray.time()); pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM(valid0,ray,context,tri.geomID(),tri.primID(),i)); if (none(valid0)) break; } return !valid0; } /*! Intersect a ray with M triangles and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayHitK& ray, size_t k, IntersectContext* context, const TriangleMi& tri) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]); pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM(ray,k,context,tri.geomID(),tri.primID())); } /*! Test if the ray is occluded by one of the M triangles. */ static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const TriangleMi& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]); return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM(ray,k,context,tri.geomID(),tri.primID())); } }; /*! Intersects M motion blur triangles with 1 ray */ template struct TriangleMiMBIntersector1Pluecker { typedef TriangleMi Primitive; typedef PlueckerIntersector1 Precalculations; /*! Intersect a ray with the M triangles and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()); pre.intersect(ray,v0,v1,v2,Intersect1EpilogM(ray,context,tri.geomID(),tri.primID())); } /*! Test if the ray is occluded by one of M triangles. */ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()); return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM(ray,context,tri.geomID(),tri.primID())); } static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri) { return PrimitivePointQuery1::pointQuery(query, context, tri); } }; /*! Intersects M motion blur triangles with K rays. */ template struct TriangleMiMBIntersectorKPluecker { typedef TriangleMi Primitive; typedef PlueckerIntersectorK Precalculations; /*! Intersects K rays with M triangles. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayHitK& ray, IntersectContext* context, const TriangleMi& tri) { for (size_t i=0; i::max_size(); i++) { if (!tri.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); Vec3vf v0,v1,v2; tri.template gather(valid_i,v0,v1,v2,i,context->scene,ray.time()); pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM(ray,context,tri.geomID(),tri.primID(),i)); } } /*! Test for K rays if they are occluded by any of the M triangles. */ static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const TriangleMi& tri) { vbool valid0 = valid_i; for (size_t i=0; i::max_size(); i++) { if (!tri.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); Vec3vf v0,v1,v2; tri.template gather(valid_i,v0,v1,v2,i,context->scene,ray.time()); pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM(valid0,ray,context,tri.geomID(),tri.primID(),i)); if (none(valid0)) break; } return !valid0; } /*! Intersect a ray with M triangles and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayHitK& ray, size_t k, IntersectContext* context, const TriangleMi& tri) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]); pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM(ray,k,context,tri.geomID(),tri.primID())); } /*! Test if the ray is occluded by one of the M triangles. */ static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const TriangleMi& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]); return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM(ray,k,context,tri.geomID(),tri.primID())); } }; } }