a69cc9f13d
Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.
`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.
(cherry picked from commit 767e374dce
)
516 lines
24 KiB
C++
516 lines
24 KiB
C++
// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "curveNi_mb.h"
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#include "../subdiv/linear_bezier_patch.h"
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namespace embree
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{
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namespace isa
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{
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template<int M>
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struct CurveNiMBIntersector1
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{
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typedef CurveNiMB<M> Primitive;
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typedef Vec3vf<M> Vec3vfM;
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typedef LinearSpace3<Vec3vfM>LinearSpace3vfM;
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typedef CurvePrecalculations1 Precalculations;
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static __forceinline vbool<M> intersect(Ray& ray, const Primitive& prim, vfloat<M>& tNear_o)
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{
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const size_t N = prim.N;
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const vfloat4 offset_scale = vfloat4::loadu(prim.offset(N));
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const Vec3fa offset = Vec3fa(offset_scale);
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const Vec3fa scale = Vec3fa(shuffle<3,3,3,3>(offset_scale));
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const Vec3fa org1 = (ray.org-offset)*scale;
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const Vec3fa dir1 = ray.dir*scale;
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const LinearSpace3vfM space(vfloat<M>::load(prim.bounds_vx_x(N)), vfloat<M>::load(prim.bounds_vx_y(N)), vfloat<M>::load(prim.bounds_vx_z(N)),
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vfloat<M>::load(prim.bounds_vy_x(N)), vfloat<M>::load(prim.bounds_vy_y(N)), vfloat<M>::load(prim.bounds_vy_z(N)),
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vfloat<M>::load(prim.bounds_vz_x(N)), vfloat<M>::load(prim.bounds_vz_y(N)), vfloat<M>::load(prim.bounds_vz_z(N)));
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const Vec3vfM dir2 = xfmVector(space,Vec3vfM(dir1));
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const Vec3vfM org2 = xfmPoint (space,Vec3vfM(org1));
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const Vec3vfM rcp_dir2 = rcp_safe(dir2);
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const vfloat<M> ltime = (ray.time()-prim.time_offset(N))*prim.time_scale(N);
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const vfloat<M> vx_lower0 = vfloat<M>::load(prim.bounds_vx_lower0(N));
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const vfloat<M> vx_lower1 = vfloat<M>::load(prim.bounds_vx_lower1(N));
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const vfloat<M> vx_lower = madd(ltime,vx_lower1-vx_lower0,vx_lower0);
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const vfloat<M> vx_upper0 = vfloat<M>::load(prim.bounds_vx_upper0(N));
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const vfloat<M> vx_upper1 = vfloat<M>::load(prim.bounds_vx_upper1(N));
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const vfloat<M> vx_upper = madd(ltime,vx_upper1-vx_upper0,vx_upper0);
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const vfloat<M> vy_lower0 = vfloat<M>::load(prim.bounds_vy_lower0(N));
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const vfloat<M> vy_lower1 = vfloat<M>::load(prim.bounds_vy_lower1(N));
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const vfloat<M> vy_lower = madd(ltime,vy_lower1-vy_lower0,vy_lower0);
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const vfloat<M> vy_upper0 = vfloat<M>::load(prim.bounds_vy_upper0(N));
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const vfloat<M> vy_upper1 = vfloat<M>::load(prim.bounds_vy_upper1(N));
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const vfloat<M> vy_upper = madd(ltime,vy_upper1-vy_upper0,vy_upper0);
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const vfloat<M> vz_lower0 = vfloat<M>::load(prim.bounds_vz_lower0(N));
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const vfloat<M> vz_lower1 = vfloat<M>::load(prim.bounds_vz_lower1(N));
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const vfloat<M> vz_lower = madd(ltime,vz_lower1-vz_lower0,vz_lower0);
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const vfloat<M> vz_upper0 = vfloat<M>::load(prim.bounds_vz_upper0(N));
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const vfloat<M> vz_upper1 = vfloat<M>::load(prim.bounds_vz_upper1(N));
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const vfloat<M> vz_upper = madd(ltime,vz_upper1-vz_upper0,vz_upper0);
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const vfloat<M> t_lower_x = (vx_lower-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
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const vfloat<M> t_upper_x = (vx_upper-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
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const vfloat<M> t_lower_y = (vy_lower-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
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const vfloat<M> t_upper_y = (vy_upper-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
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const vfloat<M> t_lower_z = (vz_lower-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
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const vfloat<M> t_upper_z = (vz_upper-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
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const vfloat<M> round_up (1.0f+3.0f*float(ulp));
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const vfloat<M> round_down(1.0f-3.0f*float(ulp));
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const vfloat<M> tNear = round_down*max(mini(t_lower_x,t_upper_x),mini(t_lower_y,t_upper_y),mini(t_lower_z,t_upper_z),vfloat<M>(ray.tnear()));
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const vfloat<M> tFar = round_up *min(maxi(t_lower_x,t_upper_x),maxi(t_lower_y,t_upper_y),maxi(t_lower_z,t_upper_z),vfloat<M>(ray.tfar));
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tNear_o = tNear;
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return (vint<M>(step) < vint<M>(prim.N)) & (tNear <= tFar);
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_t(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time());
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Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_t(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time());
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if (Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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return false;
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_n(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray.org, primID,ray.time());
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Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_n(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray.org, primID,ray.time());
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if (Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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return false;
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_h(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time());
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Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,Epilog(ray,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_h(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time());
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if (Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,Epilog(ray,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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return false;
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_hn(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray.org, primID,ray.time());
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Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_hn(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray.org, primID,ray.time());
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if (Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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return false;
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}
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};
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template<int M, int K>
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struct CurveNiMBIntersectorK
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{
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typedef CurveNiMB<M> Primitive;
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typedef Vec3vf<M> Vec3vfM;
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typedef LinearSpace3<Vec3vfM>LinearSpace3vfM;
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typedef CurvePrecalculationsK<K> Precalculations;
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static __forceinline vbool<M> intersect(RayK<K>& ray, const size_t k, const Primitive& prim, vfloat<M>& tNear_o)
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{
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const size_t N = prim.N;
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const vfloat4 offset_scale = vfloat4::loadu(prim.offset(N));
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const Vec3fa offset = Vec3fa(offset_scale);
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const Vec3fa scale = Vec3fa(shuffle<3,3,3,3>(offset_scale));
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const Vec3fa ray_org(ray.org.x[k],ray.org.y[k],ray.org.z[k]);
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const Vec3fa ray_dir(ray.dir.x[k],ray.dir.y[k],ray.dir.z[k]);
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const Vec3fa org1 = (ray_org-offset)*scale;
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const Vec3fa dir1 = ray_dir*scale;
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const LinearSpace3vfM space(vfloat<M>::load(prim.bounds_vx_x(N)), vfloat<M>::load(prim.bounds_vx_y(N)), vfloat<M>::load(prim.bounds_vx_z(N)),
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vfloat<M>::load(prim.bounds_vy_x(N)), vfloat<M>::load(prim.bounds_vy_y(N)), vfloat<M>::load(prim.bounds_vy_z(N)),
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vfloat<M>::load(prim.bounds_vz_x(N)), vfloat<M>::load(prim.bounds_vz_y(N)), vfloat<M>::load(prim.bounds_vz_z(N)));
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const Vec3vfM dir2 = xfmVector(space,Vec3vfM(dir1));
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const Vec3vfM org2 = xfmPoint (space,Vec3vfM(org1));
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const Vec3vfM rcp_dir2 = rcp_safe(dir2);
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const vfloat<M> ltime = (ray.time()[k]-prim.time_offset(N))*prim.time_scale(N);
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const vfloat<M> vx_lower0 = vfloat<M>::load(prim.bounds_vx_lower0(N));
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const vfloat<M> vx_lower1 = vfloat<M>::load(prim.bounds_vx_lower1(N));
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const vfloat<M> vx_lower = madd(ltime,vx_lower1-vx_lower0,vx_lower0);
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const vfloat<M> vx_upper0 = vfloat<M>::load(prim.bounds_vx_upper0(N));
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const vfloat<M> vx_upper1 = vfloat<M>::load(prim.bounds_vx_upper1(N));
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const vfloat<M> vx_upper = madd(ltime,vx_upper1-vx_upper0,vx_upper0);
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const vfloat<M> vy_lower0 = vfloat<M>::load(prim.bounds_vy_lower0(N));
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const vfloat<M> vy_lower1 = vfloat<M>::load(prim.bounds_vy_lower1(N));
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const vfloat<M> vy_lower = madd(ltime,vy_lower1-vy_lower0,vy_lower0);
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const vfloat<M> vy_upper0 = vfloat<M>::load(prim.bounds_vy_upper0(N));
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const vfloat<M> vy_upper1 = vfloat<M>::load(prim.bounds_vy_upper1(N));
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const vfloat<M> vy_upper = madd(ltime,vy_upper1-vy_upper0,vy_upper0);
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const vfloat<M> vz_lower0 = vfloat<M>::load(prim.bounds_vz_lower0(N));
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const vfloat<M> vz_lower1 = vfloat<M>::load(prim.bounds_vz_lower1(N));
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const vfloat<M> vz_lower = madd(ltime,vz_lower1-vz_lower0,vz_lower0);
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const vfloat<M> vz_upper0 = vfloat<M>::load(prim.bounds_vz_upper0(N));
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const vfloat<M> vz_upper1 = vfloat<M>::load(prim.bounds_vz_upper1(N));
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const vfloat<M> vz_upper = madd(ltime,vz_upper1-vz_upper0,vz_upper0);
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const vfloat<M> t_lower_x = (vx_lower-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
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const vfloat<M> t_upper_x = (vx_upper-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
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const vfloat<M> t_lower_y = (vy_lower-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
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const vfloat<M> t_upper_y = (vy_upper-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
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const vfloat<M> t_lower_z = (vz_lower-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
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const vfloat<M> t_upper_z = (vz_upper-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
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const vfloat<M> round_up (1.0f+3.0f*float(ulp));
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const vfloat<M> round_down(1.0f-3.0f*float(ulp));
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const vfloat<M> tNear = round_down*max(mini(t_lower_x,t_upper_x),mini(t_lower_y,t_upper_y),mini(t_lower_z,t_upper_z),vfloat<M>(ray.tnear()[k]));
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const vfloat<M> tFar = round_up *min(maxi(t_lower_x,t_upper_x),maxi(t_lower_y,t_upper_y),maxi(t_lower_z,t_upper_z),vfloat<M>(ray.tfar[k]));
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tNear_o = tNear;
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return (vint<M>(step) < vint<M>(prim.N)) & (tNear <= tFar);
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_t(Precalculations& pre, RayHitK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,k,prim,tNear);
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|
|
|
const size_t N = prim.N;
|
|
size_t mask = movemask(valid);
|
|
while (mask)
|
|
{
|
|
const size_t i = bscf(mask);
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
const unsigned int geomID = prim.geomID(N);
|
|
const unsigned int primID = prim.primID(N)[i];
|
|
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
|
|
Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time()[k]);
|
|
|
|
Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID));
|
|
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
|
|
}
|
|
}
|
|
|
|
template<typename Intersector, typename Epilog>
|
|
static __forceinline bool occluded_t(Precalculations& pre, RayK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
|
|
{
|
|
vfloat<M> tNear;
|
|
vbool<M> valid = intersect(ray,k,prim,tNear);
|
|
|
|
const size_t N = prim.N;
|
|
size_t mask = movemask(valid);
|
|
while (mask)
|
|
{
|
|
const size_t i = bscf(mask);
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
const unsigned int geomID = prim.geomID(N);
|
|
const unsigned int primID = prim.primID(N)[i];
|
|
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
|
|
Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time()[k]);
|
|
|
|
if (Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID)))
|
|
return true;
|
|
|
|
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
|
|
}
|
|
return false;
|
|
}
|
|
|
|
template<typename Intersector, typename Epilog>
|
|
static __forceinline void intersect_n(Precalculations& pre, RayHitK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
|
|
{
|
|
|
|
vfloat<M> tNear;
|
|
vbool<M> valid = intersect(ray,k,prim,tNear);
|
|
|
|
const size_t N = prim.N;
|
|
size_t mask = movemask(valid);
|
|
while (mask)
|
|
{
|
|
const size_t i = bscf(mask);
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
const unsigned int geomID = prim.geomID(N);
|
|
const unsigned int primID = prim.primID(N)[i];
|
|
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
|
|
const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
|
|
const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray_org, primID,ray.time()[k]);
|
|
Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID));
|
|
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
|
|
}
|
|
}
|
|
|
|
template<typename Intersector, typename Epilog>
|
|
static __forceinline bool occluded_n(Precalculations& pre, RayK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
|
|
{
|
|
vfloat<M> tNear;
|
|
vbool<M> valid = intersect(ray,k,prim,tNear);
|
|
|
|
const size_t N = prim.N;
|
|
size_t mask = movemask(valid);
|
|
while (mask)
|
|
{
|
|
const size_t i = bscf(mask);
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
const unsigned int geomID = prim.geomID(N);
|
|
const unsigned int primID = prim.primID(N)[i];
|
|
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
|
|
const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
|
|
const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray_org, primID,ray.time()[k]);
|
|
|
|
if (Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID)))
|
|
return true;
|
|
|
|
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
|
|
}
|
|
return false;
|
|
}
|
|
|
|
template<typename Intersector, typename Epilog>
|
|
static __forceinline void intersect_h(Precalculations& pre, RayHitK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
|
|
{
|
|
|
|
vfloat<M> tNear;
|
|
vbool<M> valid = intersect(ray,k,prim,tNear);
|
|
|
|
const size_t N = prim.N;
|
|
size_t mask = movemask(valid);
|
|
while (mask)
|
|
{
|
|
const size_t i = bscf(mask);
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
const unsigned int geomID = prim.geomID(N);
|
|
const unsigned int primID = prim.primID(N)[i];
|
|
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
|
|
Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time()[k]);
|
|
Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,Epilog(ray,k,context,geomID,primID));
|
|
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
|
|
}
|
|
}
|
|
|
|
template<typename Intersector, typename Epilog>
|
|
static __forceinline bool occluded_h(Precalculations& pre, RayK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
|
|
{
|
|
vfloat<M> tNear;
|
|
vbool<M> valid = intersect(ray,k,prim,tNear);
|
|
|
|
const size_t N = prim.N;
|
|
size_t mask = movemask(valid);
|
|
while (mask)
|
|
{
|
|
const size_t i = bscf(mask);
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
const unsigned int geomID = prim.geomID(N);
|
|
const unsigned int primID = prim.primID(N)[i];
|
|
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
|
|
Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time()[k]);
|
|
if (Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,Epilog(ray,k,context,geomID,primID)))
|
|
return true;
|
|
|
|
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
|
|
}
|
|
return false;
|
|
}
|
|
|
|
template<typename Intersector, typename Epilog>
|
|
static __forceinline void intersect_hn(Precalculations& pre, RayHitK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
|
|
{
|
|
|
|
vfloat<M> tNear;
|
|
vbool<M> valid = intersect(ray,k,prim,tNear);
|
|
|
|
const size_t N = prim.N;
|
|
size_t mask = movemask(valid);
|
|
while (mask)
|
|
{
|
|
const size_t i = bscf(mask);
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
const unsigned int geomID = prim.geomID(N);
|
|
const unsigned int primID = prim.primID(N)[i];
|
|
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
|
|
const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
|
|
const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray_org, primID,ray.time()[k]);
|
|
Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID));
|
|
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
|
|
}
|
|
}
|
|
|
|
template<typename Intersector, typename Epilog>
|
|
static __forceinline bool occluded_hn(Precalculations& pre, RayK<K>& ray, const size_t k, IntersectContext* context, const Primitive& prim)
|
|
{
|
|
vfloat<M> tNear;
|
|
vbool<M> valid = intersect(ray,k,prim,tNear);
|
|
|
|
const size_t N = prim.N;
|
|
size_t mask = movemask(valid);
|
|
while (mask)
|
|
{
|
|
const size_t i = bscf(mask);
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
const unsigned int geomID = prim.geomID(N);
|
|
const unsigned int primID = prim.primID(N)[i];
|
|
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
|
|
const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
|
|
const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray_org, primID,ray.time()[k]);
|
|
if (Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID)))
|
|
return true;
|
|
|
|
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
|
|
}
|
|
return false;
|
|
}
|
|
};
|
|
}
|
|
}
|