2021-05-20 10:49:33 +00:00
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// Copyright 2009-2021 Intel Corporation
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2020-12-19 13:50:20 +00:00
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "grid_soa.h"
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#include "../common/ray.h"
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#include "triangle_intersector_pluecker.h"
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namespace embree
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{
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namespace isa
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{
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class GridSOAIntersector1
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{
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public:
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typedef void Primitive;
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class Precalculations
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{
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public:
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__forceinline Precalculations (const Ray& ray, const void* ptr)
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: grid(nullptr) {}
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public:
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GridSOA* grid;
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int itime;
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float ftime;
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};
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template<typename Loader>
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static __forceinline void intersect(RayHit& ray,
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IntersectContext* context,
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const float* const grid_x,
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const size_t line_offset,
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const size_t lines,
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Precalculations& pre)
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{
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typedef typename Loader::vfloat vfloat;
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const size_t dim_offset = pre.grid->dim_offset;
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const float* const grid_y = grid_x + 1 * dim_offset;
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const float* const grid_z = grid_x + 2 * dim_offset;
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const float* const grid_uv = grid_x + 3 * dim_offset;
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Vec3<vfloat> v0, v1, v2;
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Loader::gather(grid_x,grid_y,grid_z,line_offset,lines,v0,v1,v2);
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GridSOA::MapUV<Loader> mapUV(grid_uv,line_offset,lines);
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PlueckerIntersector1<Loader::M> intersector(ray,nullptr);
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intersector.intersect(ray,v0,v1,v2,mapUV,Intersect1EpilogMU<Loader::M,true>(ray,context,pre.grid->geomID(),pre.grid->primID()));
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};
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template<typename Loader>
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static __forceinline bool occluded(Ray& ray,
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IntersectContext* context,
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const float* const grid_x,
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const size_t line_offset,
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const size_t lines,
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Precalculations& pre)
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{
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typedef typename Loader::vfloat vfloat;
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const size_t dim_offset = pre.grid->dim_offset;
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const float* const grid_y = grid_x + 1 * dim_offset;
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const float* const grid_z = grid_x + 2 * dim_offset;
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const float* const grid_uv = grid_x + 3 * dim_offset;
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Vec3<vfloat> v0, v1, v2;
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Loader::gather(grid_x,grid_y,grid_z,line_offset,lines,v0,v1,v2);
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GridSOA::MapUV<Loader> mapUV(grid_uv,line_offset,lines);
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PlueckerIntersector1<Loader::M> intersector(ray,nullptr);
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return intersector.intersect(ray,v0,v1,v2,mapUV,Occluded1EpilogMU<Loader::M,true>(ray,context,pre.grid->geomID(),pre.grid->primID()));
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}
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/*! Intersect a ray with the primitive. */
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static __forceinline void intersect(Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
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{
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const size_t line_offset = pre.grid->width;
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const size_t lines = pre.grid->height;
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const float* const grid_x = pre.grid->decodeLeaf(0,prim);
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#if defined(__AVX__)
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intersect<GridSOA::Gather3x3>( ray, context, grid_x, line_offset, lines, pre);
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#else
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intersect<GridSOA::Gather2x3>(ray, context, grid_x , line_offset, lines, pre);
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if (likely(lines > 2))
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intersect<GridSOA::Gather2x3>(ray, context, grid_x+line_offset, line_offset, lines, pre);
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#endif
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}
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/*! Test if the ray is occluded by the primitive */
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static __forceinline bool occluded(Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
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{
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const size_t line_offset = pre.grid->width;
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const size_t lines = pre.grid->height;
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const float* const grid_x = pre.grid->decodeLeaf(0,prim);
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#if defined(__AVX__)
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return occluded<GridSOA::Gather3x3>( ray, context, grid_x, line_offset, lines, pre);
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#else
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if (occluded<GridSOA::Gather2x3>(ray, context, grid_x , line_offset, lines, pre)) return true;
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if (likely(lines > 2))
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if (occluded<GridSOA::Gather2x3>(ray, context, grid_x+line_offset, line_offset, lines, pre)) return true;
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#endif
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return false;
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}
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};
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class GridSOAMBIntersector1
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{
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public:
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typedef void Primitive;
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typedef GridSOAIntersector1::Precalculations Precalculations;
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template<typename Loader>
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static __forceinline void intersect(RayHit& ray, const float ftime,
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IntersectContext* context,
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const float* const grid_x,
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const size_t line_offset,
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const size_t lines,
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Precalculations& pre)
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{
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typedef typename Loader::vfloat vfloat;
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const size_t dim_offset = pre.grid->dim_offset;
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const size_t grid_offset = pre.grid->gridBytes >> 2;
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const float* const grid_y = grid_x + 1 * dim_offset;
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const float* const grid_z = grid_x + 2 * dim_offset;
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const float* const grid_uv = grid_x + 3 * dim_offset;
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Vec3<vfloat> a0, a1, a2;
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Loader::gather(grid_x,grid_y,grid_z,line_offset,lines,a0,a1,a2);
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Vec3<vfloat> b0, b1, b2;
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Loader::gather(grid_x+grid_offset,grid_y+grid_offset,grid_z+grid_offset,line_offset,lines,b0,b1,b2);
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Vec3<vfloat> v0 = lerp(a0,b0,vfloat(ftime));
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Vec3<vfloat> v1 = lerp(a1,b1,vfloat(ftime));
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Vec3<vfloat> v2 = lerp(a2,b2,vfloat(ftime));
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GridSOA::MapUV<Loader> mapUV(grid_uv,line_offset,lines);
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PlueckerIntersector1<Loader::M> intersector(ray,nullptr);
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intersector.intersect(ray,v0,v1,v2,mapUV,Intersect1EpilogMU<Loader::M,true>(ray,context,pre.grid->geomID(),pre.grid->primID()));
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};
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template<typename Loader>
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static __forceinline bool occluded(Ray& ray, const float ftime,
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IntersectContext* context,
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const float* const grid_x,
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const size_t line_offset,
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const size_t lines,
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Precalculations& pre)
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{
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typedef typename Loader::vfloat vfloat;
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const size_t dim_offset = pre.grid->dim_offset;
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const size_t grid_offset = pre.grid->gridBytes >> 2;
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const float* const grid_y = grid_x + 1 * dim_offset;
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const float* const grid_z = grid_x + 2 * dim_offset;
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const float* const grid_uv = grid_x + 3 * dim_offset;
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Vec3<vfloat> a0, a1, a2;
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Loader::gather(grid_x,grid_y,grid_z,line_offset,lines,a0,a1,a2);
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Vec3<vfloat> b0, b1, b2;
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Loader::gather(grid_x+grid_offset,grid_y+grid_offset,grid_z+grid_offset,line_offset,lines,b0,b1,b2);
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Vec3<vfloat> v0 = lerp(a0,b0,vfloat(ftime));
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Vec3<vfloat> v1 = lerp(a1,b1,vfloat(ftime));
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Vec3<vfloat> v2 = lerp(a2,b2,vfloat(ftime));
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GridSOA::MapUV<Loader> mapUV(grid_uv,line_offset,lines);
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PlueckerIntersector1<Loader::M> intersector(ray,nullptr);
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return intersector.intersect(ray,v0,v1,v2,mapUV,Occluded1EpilogMU<Loader::M,true>(ray,context,pre.grid->geomID(),pre.grid->primID()));
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}
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/*! Intersect a ray with the primitive. */
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static __forceinline void intersect(Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
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{
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const size_t line_offset = pre.grid->width;
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const size_t lines = pre.grid->height;
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const float* const grid_x = pre.grid->decodeLeaf(pre.itime,prim);
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#if defined(__AVX__)
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intersect<GridSOA::Gather3x3>( ray, pre.ftime, context, grid_x, line_offset, lines, pre);
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#else
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intersect<GridSOA::Gather2x3>(ray, pre.ftime, context, grid_x, line_offset, lines, pre);
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if (likely(lines > 2))
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intersect<GridSOA::Gather2x3>(ray, pre.ftime, context, grid_x+line_offset, line_offset, lines, pre);
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#endif
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}
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/*! Test if the ray is occluded by the primitive */
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static __forceinline bool occluded(Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t& lazy_node)
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{
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const size_t line_offset = pre.grid->width;
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const size_t lines = pre.grid->height;
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const float* const grid_x = pre.grid->decodeLeaf(pre.itime,prim);
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#if defined(__AVX__)
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return occluded<GridSOA::Gather3x3>( ray, pre.ftime, context, grid_x, line_offset, lines, pre);
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#else
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if (occluded<GridSOA::Gather2x3>(ray, pre.ftime, context, grid_x , line_offset, lines, pre)) return true;
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if (likely(lines > 2))
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if (occluded<GridSOA::Gather2x3>(ray, pre.ftime, context, grid_x+line_offset, line_offset, lines, pre)) return true;
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#endif
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return false;
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}
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};
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}
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}
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