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- // 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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, IntersectContext* 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()));
- }
- };
- }
- }
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