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