godot/thirdparty/embree/kernels/geometry/trianglei_intersector.h

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// Copyright 2009-2021 Intel Corporation
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// 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>
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struct TriangleMiIntersector1Moeller
{
typedef TriangleMi<M> Primitive;
typedef MoellerTrumboreIntersector1<M> Precalculations;
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static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
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static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
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>
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struct TriangleMiIntersectorKMoeller
{
typedef TriangleMi<M> Primitive;
typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
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static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const Primitive& tri)
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{
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));
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}
}
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static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const Primitive& tri)
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{
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));
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if (none(valid0)) break;
}
return !valid0;
}
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static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
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static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
};
/*! Intersects M triangles with 1 ray */
template<int M, bool filter>
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struct TriangleMiIntersector1Pluecker
{
typedef TriangleMi<M> Primitive;
typedef PlueckerIntersector1<M> Precalculations;
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static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
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static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
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>
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struct TriangleMiIntersectorKPluecker
{
typedef TriangleMi<M> Primitive;
typedef PlueckerIntersectorK<M,K> Precalculations;
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static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const Primitive& tri)
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{
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));
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}
}
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static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const Primitive& tri)
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{
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));
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if (none(valid0)) break;
}
return !valid0;
}
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static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
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static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
};
/*! Intersects M motion blur triangles with 1 ray */
template<int M, bool filter>
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struct TriangleMiMBIntersector1Moeller
{
typedef TriangleMi<M> Primitive;
typedef MoellerTrumboreIntersector1<M> Precalculations;
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/*! Intersect a ray with the M triangles and updates the hit. */
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static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
/*! Test if the ray is occluded by one of M triangles. */
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static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
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>
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struct TriangleMiMBIntersectorKMoeller
{
typedef TriangleMi<M> Primitive;
typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
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/*! Intersects K rays with M triangles. */
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static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const TriangleMi<M>& tri)
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{
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));
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}
}
/*! Test for K rays if they are occluded by any of the M triangles. */
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static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const TriangleMi<M>& tri)
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{
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));
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if (none(valid0)) break;
}
return !valid0;
}
/*! Intersect a ray with M triangles and updates the hit. */
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static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const TriangleMi<M>& tri)
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{
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()));
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}
/*! Test if the ray is occluded by one of the M triangles. */
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static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const TriangleMi<M>& tri)
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{
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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}
};
/*! Intersects M motion blur triangles with 1 ray */
template<int M, bool filter>
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struct TriangleMiMBIntersector1Pluecker
{
typedef TriangleMi<M> Primitive;
typedef PlueckerIntersector1<M> Precalculations;
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/*! Intersect a ray with the M triangles and updates the hit. */
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static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
/*! Test if the ray is occluded by one of M triangles. */
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static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& tri)
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{
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()));
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}
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>
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struct TriangleMiMBIntersectorKPluecker
{
typedef TriangleMi<M> Primitive;
typedef PlueckerIntersectorK<M,K> Precalculations;
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/*! Intersects K rays with M triangles. */
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static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const TriangleMi<M>& tri)
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{
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));
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}
}
/*! Test for K rays if they are occluded by any of the M triangles. */
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static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const TriangleMi<M>& tri)
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{
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));
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if (none(valid0)) break;
}
return !valid0;
}
/*! Intersect a ray with M triangles and updates the hit. */
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static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const TriangleMi<M>& tri)
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{
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()));
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}
/*! Test if the ray is occluded by one of the M triangles. */
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static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const TriangleMi<M>& tri)
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{
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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}
};
}
}