godot/thirdparty/embree/kernels/geometry/grid_soa_intersector1.h

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