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

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// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "triangle.h"
#include "intersector_epilog.h"
namespace embree
{
namespace isa
{
/*! Intersects M motion blur triangles with 1 ray */
template<int M, bool filter>
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struct TriangleMvMBIntersector1Moeller
{
typedef TriangleMvMB<M> Primitive;
typedef MoellerTrumboreIntersector1<M> Precalculations;
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/*! Intersect a ray with the M triangles and updates the hit. */
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
{
STAT3(normal.trav_prims,1,1,1);
const Vec3vf<M> time(ray.time());
const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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. */
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
{
STAT3(shadow.trav_prims,1,1,1);
const Vec3vf<M> time(ray.time());
const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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 TriangleMvMBIntersectorKMoeller
{
typedef TriangleMvMB<M> Primitive;
typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
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/*! Intersects K rays with M triangles. */
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
{
for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
const Vec3vf<K> time(ray.time());
const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
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 TriangleMvMB<M>& tri)
{
vbool<K> valid0 = valid_i;
for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
const Vec3vf<K> time(ray.time());
const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
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 TriangleMvMB<M>& tri)
{
STAT3(normal.trav_prims,1,1,1);
const Vec3vf<M> time(ray.time()[k]);
const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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. */
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const TriangleMvMB<M>& tri)
{
STAT3(shadow.trav_prims,1,1,1);
const Vec3vf<M> time(ray.time()[k]);
const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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 TriangleMvMBIntersector1Pluecker
{
typedef TriangleMvMB<M> Primitive;
typedef PlueckerIntersector1<M> Precalculations;
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/*! Intersect a ray with the M triangles and updates the hit. */
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
{
STAT3(normal.trav_prims,1,1,1);
const Vec3vf<M> time(ray.time());
const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
pre.intersect(ray,v0,v1,v2,UVIdentity<M>(),Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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}
/*! Test if the ray is occluded by one of M triangles. */
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
{
STAT3(shadow.trav_prims,1,1,1);
const Vec3vf<M> time(ray.time());
const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
return pre.intersect(ray,v0,v1,v2,UVIdentity<M>(),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 TriangleMvMBIntersectorKPluecker
{
typedef TriangleMvMB<M> Primitive;
typedef PlueckerIntersectorK<M,K> Precalculations;
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/*! Intersects K rays with M triangles. */
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
{
for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
const Vec3vf<K> time(ray.time());
const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
pre.intersectK(valid_i,ray,v0,v1,v2,UVIdentity<K>(),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 TriangleMvMB<M>& tri)
{
vbool<K> valid0 = valid_i;
for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
const Vec3vf<K> time(ray.time());
const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
pre.intersectK(valid0,ray,v0,v1,v2,UVIdentity<K>(),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 TriangleMvMB<M>& tri)
{
STAT3(normal.trav_prims,1,1,1);
const Vec3vf<M> time(ray.time()[k]);
const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
pre.intersect(ray,k,v0,v1,v2,UVIdentity<M>(),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. */
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const TriangleMvMB<M>& tri)
{
STAT3(shadow.trav_prims,1,1,1);
const Vec3vf<M> time(ray.time()[k]);
const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
return pre.intersect(ray,k,v0,v1,v2,UVIdentity<M>(),Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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}
};
}
}