518 lines
21 KiB
C++
518 lines
21 KiB
C++
// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "subgrid.h"
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#include "subgrid_intersector_moeller.h"
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#include "subgrid_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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// =======================================================================================
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// =================================== SubGridIntersectors ===============================
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// =======================================================================================
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template<int N, bool filter>
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struct SubGridIntersector1Moeller
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{
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typedef SubGridQBVHN<N> Primitive;
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typedef SubGridQuadMIntersector1MoellerTrumbore<4,filter> Precalculations;
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static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const SubGrid& subgrid)
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{
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STAT3(normal.trav_prims,1,1,1);
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const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
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const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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pre.intersect(ray,context,v0,v1,v2,v3,g,subgrid);
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}
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static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const SubGrid& subgrid)
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{
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STAT3(shadow.trav_prims,1,1,1);
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const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
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const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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return pre.occluded(ray,context,v0,v1,v2,v3,g,subgrid);
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}
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static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const SubGrid& subgrid)
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{
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STAT3(point_query.trav_prims,1,1,1);
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AccelSet* accel = (AccelSet*)context->scene->get(subgrid.geomID());
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assert(accel);
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context->geomID = subgrid.geomID();
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context->primID = subgrid.primID();
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return accel->pointQuery(query, context);
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}
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template<bool robust>
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static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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{
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BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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for (size_t i=0;i<num;i++)
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{
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vfloat<N> dist;
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size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
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#if defined(__AVX__)
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STAT3(normal.trav_hit_boxes[popcnt(mask)],1,1,1);
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#endif
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while(mask != 0)
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{
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const size_t ID = bscf(mask);
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assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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if (unlikely(dist[ID] > ray.tfar)) continue;
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intersect(pre,ray,context,prim[i].subgrid(ID));
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}
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}
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}
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template<bool robust>
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static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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{
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BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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for (size_t i=0;i<num;i++)
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{
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vfloat<N> dist;
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size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
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while(mask != 0)
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{
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const size_t ID = bscf(mask);
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assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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if (occluded(pre,ray,context,prim[i].subgrid(ID)))
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return true;
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}
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}
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return false;
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}
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static __forceinline bool pointQuery(const Accel::Intersectors* This, PointQuery* query, PointQueryContext* context, const Primitive* prim, size_t num, const TravPointQuery<N> &tquery, size_t& lazy_node)
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{
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bool changed = false;
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for (size_t i=0;i<num;i++)
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{
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vfloat<N> dist;
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size_t mask;
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if (likely(context->query_type == POINT_QUERY_TYPE_SPHERE)) {
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mask = BVHNQuantizedBaseNodePointQuerySphere1<N>::pointQuery(&prim[i].qnode,tquery,dist);
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} else {
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mask = BVHNQuantizedBaseNodePointQueryAABB1<N>::pointQuery(&prim[i].qnode,tquery,dist);
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}
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while(mask != 0)
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{
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const size_t ID = bscf(mask);
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assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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changed |= pointQuery(query, context, prim[i].subgrid(ID));
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}
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}
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return changed;
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}
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};
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template<int N, bool filter>
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struct SubGridIntersector1Pluecker
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{
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typedef SubGridQBVHN<N> Primitive;
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typedef SubGridQuadMIntersector1Pluecker<4,filter> Precalculations;
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static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const SubGrid& subgrid)
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{
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STAT3(normal.trav_prims,1,1,1);
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const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
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const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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pre.intersect(ray,context,v0,v1,v2,v3,g,subgrid);
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}
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static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const SubGrid& subgrid)
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{
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STAT3(shadow.trav_prims,1,1,1);
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const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
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const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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return pre.occluded(ray,context,v0,v1,v2,v3,g,subgrid);
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}
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static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const SubGrid& subgrid)
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{
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STAT3(point_query.trav_prims,1,1,1);
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AccelSet* accel = (AccelSet*)context->scene->get(subgrid.geomID());
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context->geomID = subgrid.geomID();
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context->primID = subgrid.primID();
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return accel->pointQuery(query, context);
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}
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template<bool robust>
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static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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{
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BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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for (size_t i=0;i<num;i++)
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{
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vfloat<N> dist;
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size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
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#if defined(__AVX__)
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STAT3(normal.trav_hit_boxes[popcnt(mask)],1,1,1);
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#endif
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while(mask != 0)
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{
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const size_t ID = bscf(mask);
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assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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if (unlikely(dist[ID] > ray.tfar)) continue;
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intersect(pre,ray,context,prim[i].subgrid(ID));
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}
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}
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}
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template<bool robust>
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static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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{
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BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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for (size_t i=0;i<num;i++)
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{
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vfloat<N> dist;
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size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
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while(mask != 0)
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{
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const size_t ID = bscf(mask);
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assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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if (occluded(pre,ray,context,prim[i].subgrid(ID)))
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return true;
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}
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}
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return false;
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}
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static __forceinline bool pointQuery(const Accel::Intersectors* This, PointQuery* query, PointQueryContext* context, const Primitive* prim, size_t num, const TravPointQuery<N> &tquery, size_t& lazy_node)
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{
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bool changed = false;
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for (size_t i=0;i<num;i++)
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{
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vfloat<N> dist;
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size_t mask;
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if (likely(context->query_type == POINT_QUERY_TYPE_SPHERE)) {
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mask = BVHNQuantizedBaseNodePointQuerySphere1<N>::pointQuery(&prim[i].qnode,tquery,dist);
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} else {
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mask = BVHNQuantizedBaseNodePointQueryAABB1<N>::pointQuery(&prim[i].qnode,tquery,dist);
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}
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#if defined(__AVX__)
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STAT3(point_query.trav_hit_boxes[popcnt(mask)],1,1,1);
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#endif
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while(mask != 0)
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{
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const size_t ID = bscf(mask);
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assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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changed |= pointQuery(query, context, prim[i].subgrid(ID));
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}
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}
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return changed;
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}
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};
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template<int N, int K, bool filter>
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struct SubGridIntersectorKMoeller
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{
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typedef SubGridQBVHN<N> Primitive;
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typedef SubGridQuadMIntersectorKMoellerTrumbore<4,K,filter> Precalculations;
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static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
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{
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Vec3fa vtx[16];
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const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
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const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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subgrid.gather(vtx,context->scene);
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for (unsigned int i=0; i<4; i++)
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{
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const Vec3vf<K> p0 = vtx[i*4+0];
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const Vec3vf<K> p1 = vtx[i*4+1];
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const Vec3vf<K> p2 = vtx[i*4+2];
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const Vec3vf<K> p3 = vtx[i*4+3];
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STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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pre.intersectK(valid_i,ray,p0,p1,p2,p3,g,subgrid,i,IntersectKEpilogM<4,K,filter>(ray,context,subgrid.geomID(),subgrid.primID(),i));
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}
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}
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static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
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{
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vbool<K> valid0 = valid_i;
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Vec3fa vtx[16];
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const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
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const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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subgrid.gather(vtx,context->scene);
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for (unsigned int i=0; i<4; i++)
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{
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const Vec3vf<K> p0 = vtx[i*4+0];
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const Vec3vf<K> p1 = vtx[i*4+1];
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const Vec3vf<K> p2 = vtx[i*4+2];
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const Vec3vf<K> p3 = vtx[i*4+3];
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STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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if (pre.intersectK(valid0,ray,p0,p1,p2,p3,g,subgrid,i,OccludedKEpilogM<4,K,filter>(valid0,ray,context,subgrid.geomID(),subgrid.primID(),i)))
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break;
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}
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return !valid0;
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}
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static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
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{
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STAT3(normal.trav_prims,1,1,1);
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const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
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const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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pre.intersect1(ray,k,context,v0,v1,v2,v3,g,subgrid);
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}
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static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
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{
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STAT3(shadow.trav_prims,1,1,1);
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const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
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const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
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return pre.occluded1(ray,k,context,v0,v1,v2,v3,g,subgrid);
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}
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template<bool robust>
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static __forceinline void intersect(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
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{
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BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
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for (size_t j=0;j<num;j++)
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{
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size_t m_valid = movemask(prim[j].qnode.validMask());
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vfloat<K> dist;
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while(m_valid)
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{
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const size_t i = bscf(m_valid);
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if (none(valid & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
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intersect(valid,pre,ray,context,prim[j].subgrid(i));
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}
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}
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}
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template<bool robust>
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static __forceinline vbool<K> occluded(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
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{
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BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
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vbool<K> valid0 = valid;
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for (size_t j=0;j<num;j++)
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{
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size_t m_valid = movemask(prim[j].qnode.validMask());
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vfloat<K> dist;
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while(m_valid)
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{
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const size_t i = bscf(m_valid);
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if (none(valid0 & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
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valid0 &= !occluded(valid0,pre,ray,context,prim[j].subgrid(i));
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if (none(valid0)) break;
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}
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}
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return !valid0;
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}
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template<bool robust>
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static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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{
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BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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for (size_t i=0;i<num;i++)
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{
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vfloat<N> dist;
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size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
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while(mask != 0)
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{
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const size_t ID = bscf(mask);
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assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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if (unlikely(dist[ID] > ray.tfar[k])) continue;
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intersect(pre,ray,k,context,prim[i].subgrid(ID));
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}
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}
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}
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template<bool robust>
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static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
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{
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BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
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for (size_t i=0;i<num;i++)
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{
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vfloat<N> dist;
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size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
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while(mask != 0)
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{
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const size_t ID = bscf(mask);
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assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
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if (occluded(pre,ray,k,context,prim[i].subgrid(ID)))
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return true;
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}
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}
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return false;
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}
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};
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template<int N, int K, bool filter>
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struct SubGridIntersectorKPluecker
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{
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typedef SubGridQBVHN<N> Primitive;
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typedef SubGridQuadMIntersectorKPluecker<4,K,filter> Precalculations;
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static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
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{
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Vec3fa vtx[16];
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const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
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const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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subgrid.gather(vtx,context->scene);
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for (unsigned int i=0; i<4; i++)
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{
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const Vec3vf<K> p0 = vtx[i*4+0];
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const Vec3vf<K> p1 = vtx[i*4+1];
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const Vec3vf<K> p2 = vtx[i*4+2];
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const Vec3vf<K> p3 = vtx[i*4+3];
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STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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pre.intersectK(valid_i,ray,p0,p1,p2,p3,g,subgrid,i,IntersectKEpilogM<4,K,filter>(ray,context,subgrid.geomID(),subgrid.primID(),i));
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}
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}
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static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
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{
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vbool<K> valid0 = valid_i;
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Vec3fa vtx[16];
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const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
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const GridMesh::Grid &g = mesh->grid(subgrid.primID());
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subgrid.gather(vtx,context->scene);
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for (unsigned int i=0; i<4; i++)
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{
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const Vec3vf<K> p0 = vtx[i*4+0];
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const Vec3vf<K> p1 = vtx[i*4+1];
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const Vec3vf<K> p2 = vtx[i*4+2];
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const Vec3vf<K> p3 = vtx[i*4+3];
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STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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|
//if (pre.intersectK(valid0,ray,p0,p1,p2,p3,g,subgrid,i,OccludedKEpilogM<4,K,filter>(valid0,ray,context,subgrid.geomID(),subgrid.primID(),i)))
|
|
if (pre.occludedK(valid0,ray,p0,p1,p2,p3,g,subgrid,i,OccludedKEpilogM<4,K,filter>(valid0,ray,context,subgrid.geomID(),subgrid.primID(),i)))
|
|
|
|
break;
|
|
}
|
|
return !valid0;
|
|
}
|
|
|
|
static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
|
|
{
|
|
STAT3(normal.trav_prims,1,1,1);
|
|
const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
|
|
const GridMesh::Grid &g = mesh->grid(subgrid.primID());
|
|
|
|
Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
|
|
pre.intersect1(ray,k,context,v0,v1,v2,v3,g,subgrid);
|
|
}
|
|
|
|
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
|
|
{
|
|
STAT3(shadow.trav_prims,1,1,1);
|
|
const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
|
|
const GridMesh::Grid &g = mesh->grid(subgrid.primID());
|
|
Vec3vf4 v0,v1,v2,v3; subgrid.gather(v0,v1,v2,v3,context->scene);
|
|
return pre.occluded1(ray,k,context,v0,v1,v2,v3,g,subgrid);
|
|
}
|
|
|
|
template<bool robust>
|
|
static __forceinline void intersect(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
|
|
{
|
|
BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
|
|
for (size_t j=0;j<num;j++)
|
|
{
|
|
size_t m_valid = movemask(prim[j].qnode.validMask());
|
|
vfloat<K> dist;
|
|
while(m_valid)
|
|
{
|
|
const size_t i = bscf(m_valid);
|
|
if (none(valid & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
|
|
intersect(valid,pre,ray,context,prim[j].subgrid(i));
|
|
}
|
|
}
|
|
}
|
|
|
|
template<bool robust>
|
|
static __forceinline vbool<K> occluded(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
|
|
{
|
|
BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
|
|
vbool<K> valid0 = valid;
|
|
for (size_t j=0;j<num;j++)
|
|
{
|
|
size_t m_valid = movemask(prim[j].qnode.validMask());
|
|
vfloat<K> dist;
|
|
while(m_valid)
|
|
{
|
|
const size_t i = bscf(m_valid);
|
|
if (none(valid0 & isecK.intersectK(&prim[j].qnode,i,tray,dist))) continue;
|
|
valid0 &= !occluded(valid0,pre,ray,context,prim[j].subgrid(i));
|
|
if (none(valid0)) break;
|
|
}
|
|
}
|
|
return !valid0;
|
|
}
|
|
|
|
template<bool robust>
|
|
static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
|
|
{
|
|
BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
|
|
|
|
for (size_t i=0;i<num;i++)
|
|
{
|
|
vfloat<N> dist;
|
|
size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
|
|
while(mask != 0)
|
|
{
|
|
const size_t ID = bscf(mask);
|
|
assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
|
|
|
|
if (unlikely(dist[ID] > ray.tfar[k])) continue;
|
|
intersect(pre,ray,k,context,prim[i].subgrid(ID));
|
|
}
|
|
}
|
|
}
|
|
|
|
template<bool robust>
|
|
static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
|
|
{
|
|
BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
|
|
|
|
for (size_t i=0;i<num;i++)
|
|
{
|
|
vfloat<N> dist;
|
|
size_t mask = isec1.intersect(&prim[i].qnode,tray,dist);
|
|
while(mask != 0)
|
|
{
|
|
const size_t ID = bscf(mask);
|
|
assert(((size_t)1 << ID) & movemask(prim[i].qnode.validMask()));
|
|
|
|
if (occluded(pre,ray,k,context,prim[i].subgrid(ID)))
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
};
|
|
}
|
|
}
|