336 lines
15 KiB
C++
336 lines
15 KiB
C++
// 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<int M, bool filter>
|
|
struct TriangleMiIntersector1Moeller
|
|
{
|
|
typedef TriangleMi<M> Primitive;
|
|
typedef MoellerTrumboreIntersector1<M> Precalculations;
|
|
|
|
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
|
|
pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
|
|
}
|
|
|
|
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
|
|
return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
|
|
}
|
|
|
|
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
|
|
{
|
|
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
|
|
}
|
|
};
|
|
|
|
/*! Intersects M triangles with K rays */
|
|
template<int M, int K, bool filter>
|
|
struct TriangleMiIntersectorKMoeller
|
|
{
|
|
typedef TriangleMi<M> Primitive;
|
|
typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
|
|
|
|
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
const Scene* scene = context->scene;
|
|
for (size_t i=0; i<Primitive::max_size(); i++)
|
|
{
|
|
if (!tri.valid(i)) break;
|
|
STAT3(normal.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
|
|
const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
|
|
const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
|
|
const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
|
|
pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
|
|
}
|
|
}
|
|
|
|
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
vbool<K> valid0 = valid_i;
|
|
const Scene* scene = context->scene;
|
|
|
|
for (size_t i=0; i<Primitive::max_size(); i++)
|
|
{
|
|
if (!tri.valid(i)) break;
|
|
STAT3(shadow.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
|
|
const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
|
|
const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
|
|
const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
|
|
pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
|
|
if (none(valid0)) break;
|
|
}
|
|
return !valid0;
|
|
}
|
|
|
|
static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
|
|
pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
|
|
}
|
|
|
|
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
|
|
return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
|
|
}
|
|
};
|
|
|
|
/*! Intersects M triangles with 1 ray */
|
|
template<int M, bool filter>
|
|
struct TriangleMiIntersector1Pluecker
|
|
{
|
|
typedef TriangleMi<M> Primitive;
|
|
typedef PlueckerIntersector1<M> Precalculations;
|
|
|
|
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
|
|
pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
|
|
}
|
|
|
|
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
|
|
return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
|
|
}
|
|
|
|
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
|
|
{
|
|
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
|
|
}
|
|
};
|
|
|
|
/*! Intersects M triangles with K rays */
|
|
template<int M, int K, bool filter>
|
|
struct TriangleMiIntersectorKPluecker
|
|
{
|
|
typedef TriangleMi<M> Primitive;
|
|
typedef PlueckerIntersectorK<M,K> Precalculations;
|
|
|
|
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
const Scene* scene = context->scene;
|
|
for (size_t i=0; i<Primitive::max_size(); i++)
|
|
{
|
|
if (!tri.valid(i)) break;
|
|
STAT3(normal.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
|
|
const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
|
|
const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
|
|
const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
|
|
pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
|
|
}
|
|
}
|
|
|
|
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
vbool<K> valid0 = valid_i;
|
|
const Scene* scene = context->scene;
|
|
|
|
for (size_t i=0; i<Primitive::max_size(); i++)
|
|
{
|
|
if (!tri.valid(i)) break;
|
|
STAT3(shadow.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
|
|
const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
|
|
const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
|
|
const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
|
|
pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
|
|
if (none(valid0)) break;
|
|
}
|
|
return !valid0;
|
|
}
|
|
|
|
static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
|
|
pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
|
|
}
|
|
|
|
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
|
|
return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
|
|
}
|
|
};
|
|
|
|
/*! Intersects M motion blur triangles with 1 ray */
|
|
template<int M, bool filter>
|
|
struct TriangleMiMBIntersector1Moeller
|
|
{
|
|
typedef TriangleMi<M> Primitive;
|
|
typedef MoellerTrumboreIntersector1<M> Precalculations;
|
|
|
|
/*! Intersect a ray with the M triangles and updates the hit. */
|
|
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
|
|
pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(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, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
|
|
return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
|
|
}
|
|
|
|
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
|
|
{
|
|
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
|
|
}
|
|
};
|
|
|
|
/*! Intersects M motion blur triangles with K rays. */
|
|
template<int M, int K, bool filter>
|
|
struct TriangleMiMBIntersectorKMoeller
|
|
{
|
|
typedef TriangleMi<M> Primitive;
|
|
typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
|
|
|
|
/*! Intersects K rays with M triangles. */
|
|
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const TriangleMi<M>& tri)
|
|
{
|
|
for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
|
|
{
|
|
if (!tri.valid(i)) break;
|
|
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
|
|
Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
|
|
pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
|
|
}
|
|
}
|
|
|
|
/*! Test for K rays if they are occluded by any of the M triangles. */
|
|
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const TriangleMi<M>& tri)
|
|
{
|
|
vbool<K> valid0 = valid_i;
|
|
for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
|
|
{
|
|
if (!tri.valid(i)) break;
|
|
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
|
|
Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
|
|
pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(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<K>& ray, size_t k, RayQueryContext* context, const TriangleMi<M>& tri)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
|
|
pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(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<K>& ray, size_t k, RayQueryContext* context, const TriangleMi<M>& tri)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
|
|
return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
|
|
}
|
|
};
|
|
|
|
/*! Intersects M motion blur triangles with 1 ray */
|
|
template<int M, bool filter>
|
|
struct TriangleMiMBIntersector1Pluecker
|
|
{
|
|
typedef TriangleMi<M> Primitive;
|
|
typedef PlueckerIntersector1<M> Precalculations;
|
|
|
|
/*! Intersect a ray with the M triangles and updates the hit. */
|
|
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
|
|
pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(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, RayQueryContext* context, const Primitive& tri)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
|
|
return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
|
|
}
|
|
|
|
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
|
|
{
|
|
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
|
|
}
|
|
};
|
|
|
|
/*! Intersects M motion blur triangles with K rays. */
|
|
template<int M, int K, bool filter>
|
|
struct TriangleMiMBIntersectorKPluecker
|
|
{
|
|
typedef TriangleMi<M> Primitive;
|
|
typedef PlueckerIntersectorK<M,K> Precalculations;
|
|
|
|
/*! Intersects K rays with M triangles. */
|
|
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const TriangleMi<M>& tri)
|
|
{
|
|
for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
|
|
{
|
|
if (!tri.valid(i)) break;
|
|
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
|
|
Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
|
|
pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
|
|
}
|
|
}
|
|
|
|
/*! Test for K rays if they are occluded by any of the M triangles. */
|
|
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const TriangleMi<M>& tri)
|
|
{
|
|
vbool<K> valid0 = valid_i;
|
|
for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
|
|
{
|
|
if (!tri.valid(i)) break;
|
|
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
|
|
Vec3vf<K> v0,v1,v2; tri.template gather<K>(valid_i,v0,v1,v2,i,context->scene,ray.time());
|
|
pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(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<K>& ray, size_t k, RayQueryContext* context, const TriangleMi<M>& tri)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
|
|
pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(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<K>& ray, size_t k, RayQueryContext* context, const TriangleMi<M>& tri)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
|
|
return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
|
|
}
|
|
};
|
|
}
|
|
}
|