350 lines
16 KiB
C++
350 lines
16 KiB
C++
// Copyright 2009-2020 Intel Corporation
|
|
// SPDX-License-Identifier: Apache-2.0
|
|
|
|
#pragma once
|
|
|
|
#include "quadi.h"
|
|
#include "quad_intersector_moeller.h"
|
|
#include "quad_intersector_pluecker.h"
|
|
|
|
namespace embree
|
|
{
|
|
namespace isa
|
|
{
|
|
/*! Intersects M quads with 1 ray */
|
|
template<int M, bool filter>
|
|
struct QuadMiIntersector1Moeller
|
|
{
|
|
typedef QuadMi<M> Primitive;
|
|
typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
|
|
|
|
/*! Intersect a ray with the M quads and updates the hit. */
|
|
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
|
|
pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
|
|
/*! Test if the ray is occluded by one of M quads. */
|
|
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
|
|
return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
|
|
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
|
|
{
|
|
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
|
|
}
|
|
};
|
|
|
|
/*! Intersects M triangles with K rays. */
|
|
template<int M, int K, bool filter>
|
|
struct QuadMiIntersectorKMoeller
|
|
{
|
|
typedef QuadMi<M> Primitive;
|
|
typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
|
|
|
|
/*! Intersects K rays with M triangles. */
|
|
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
Scene* scene = context->scene;
|
|
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
|
|
{
|
|
if (!quad.valid(i)) break;
|
|
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
|
|
const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
|
|
const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
|
|
const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
|
|
const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
|
|
pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.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, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
Scene* scene = context->scene;
|
|
vbool<K> valid0 = valid_i;
|
|
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
|
|
{
|
|
if (!quad.valid(i)) break;
|
|
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
|
|
const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
|
|
const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
|
|
const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
|
|
const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
|
|
if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
|
|
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, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
|
|
pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.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, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
|
|
return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
};
|
|
|
|
/*! Intersects M quads with 1 ray */
|
|
template<int M, bool filter>
|
|
struct QuadMiIntersector1Pluecker
|
|
{
|
|
typedef QuadMi<M> Primitive;
|
|
typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
|
|
|
|
/*! Intersect a ray with the M quads and updates the hit. */
|
|
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
|
|
pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
|
|
/*! Test if the ray is occluded by one of M quads. */
|
|
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
|
|
return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
|
|
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
|
|
{
|
|
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
|
|
}
|
|
};
|
|
|
|
/*! Intersects M triangles with K rays. */
|
|
template<int M, int K, bool filter>
|
|
struct QuadMiIntersectorKPluecker
|
|
{
|
|
typedef QuadMi<M> Primitive;
|
|
typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
|
|
|
|
/*! Intersects K rays with M triangles. */
|
|
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
Scene* scene = context->scene;
|
|
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
|
|
{
|
|
if (!quad.valid(i)) break;
|
|
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
|
|
const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
|
|
const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
|
|
const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
|
|
const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
|
|
pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.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, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
Scene* scene = context->scene;
|
|
vbool<K> valid0 = valid_i;
|
|
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
|
|
{
|
|
if (!quad.valid(i)) break;
|
|
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
|
|
const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
|
|
const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
|
|
const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
|
|
const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
|
|
if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
|
|
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, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
|
|
pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.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, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
|
|
return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
};
|
|
|
|
/*! Intersects M motion blur quads with 1 ray */
|
|
template<int M, bool filter>
|
|
struct QuadMiMBIntersector1Moeller
|
|
{
|
|
typedef QuadMi<M> Primitive;
|
|
typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
|
|
|
|
/*! Intersect a ray with the M quads and updates the hit. */
|
|
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
|
|
pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
|
|
/*! Test if the ray is occluded by one of M quads. */
|
|
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
|
|
return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
|
|
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
|
|
{
|
|
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
|
|
}
|
|
};
|
|
|
|
/*! Intersects M motion blur quads with K rays. */
|
|
template<int M, int K, bool filter>
|
|
struct QuadMiMBIntersectorKMoeller
|
|
{
|
|
typedef QuadMi<M> Primitive;
|
|
typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
|
|
|
|
/*! Intersects K rays with M quads. */
|
|
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
|
|
{
|
|
if (!quad.valid(i)) break;
|
|
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
|
|
Vec3vf<K> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
|
|
pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
|
|
}
|
|
}
|
|
|
|
/*! Test for K rays if they are occluded by any of the M quads. */
|
|
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
vbool<K> valid0 = valid_i;
|
|
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
|
|
{
|
|
if (!quad.valid(i)) break;
|
|
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
|
|
Vec3vf<K> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
|
|
if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
|
|
break;
|
|
}
|
|
return !valid0;
|
|
}
|
|
|
|
/*! Intersect a ray with M quads and updates the hit. */
|
|
static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
|
|
pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
|
|
/*! Test if the ray is occluded by one of the M quads. */
|
|
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
|
|
return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
};
|
|
|
|
/*! Intersects M motion blur quads with 1 ray */
|
|
template<int M, bool filter>
|
|
struct QuadMiMBIntersector1Pluecker
|
|
{
|
|
typedef QuadMi<M> Primitive;
|
|
typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
|
|
|
|
/*! Intersect a ray with the M quads and updates the hit. */
|
|
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
|
|
pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
|
|
/*! Test if the ray is occluded by one of M quads. */
|
|
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
|
|
return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
|
|
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
|
|
{
|
|
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
|
|
}
|
|
};
|
|
|
|
/*! Intersects M motion blur quads with K rays. */
|
|
template<int M, int K, bool filter>
|
|
struct QuadMiMBIntersectorKPluecker
|
|
{
|
|
typedef QuadMi<M> Primitive;
|
|
typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
|
|
|
|
/*! Intersects K rays with M quads. */
|
|
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
|
|
{
|
|
if (!quad.valid(i)) break;
|
|
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
|
|
Vec3vf<K> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
|
|
pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
|
|
}
|
|
}
|
|
|
|
/*! Test for K rays if they are occluded by any of the M quads. */
|
|
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
vbool<K> valid0 = valid_i;
|
|
for (size_t i=0; i<QuadMi<M>::max_size(); i++)
|
|
{
|
|
if (!quad.valid(i)) break;
|
|
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
|
|
Vec3vf<K> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
|
|
if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
|
|
break;
|
|
}
|
|
return !valid0;
|
|
}
|
|
|
|
/*! Intersect a ray with M quads and updates the hit. */
|
|
static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
|
|
pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
|
|
/*! Test if the ray is occluded by one of the M quads. */
|
|
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
|
|
return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
|
|
}
|
|
};
|
|
}
|
|
}
|