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

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2020-12-19 13:50:20 +00:00
// 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());
}
};
}
}