383 lines
16 KiB
C++
383 lines
16 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 "quad_intersector_moeller.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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/* -- single ray intersectors -- */
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/* ----------------------------- */
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template<int M>
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__forceinline void interpolateUV(MoellerTrumboreHitM<M,UVIdentity<M>> &hit,const GridMesh::Grid &g, const SubGrid& subgrid, const vint<M> &stepX, const vint<M> &stepY)
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{
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/* correct U,V interpolation across the entire grid */
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const vint<M> sx((int)subgrid.x());
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const vint<M> sy((int)subgrid.y());
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const vint<M> sxM(sx + stepX);
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const vint<M> syM(sy + stepY);
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const float inv_resX = rcp((float)((int)g.resX-1));
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const float inv_resY = rcp((float)((int)g.resY-1));
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hit.U = (hit.U + (vfloat<M>)sxM * hit.absDen) * inv_resX;
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hit.V = (hit.V + (vfloat<M>)syM * hit.absDen) * inv_resY;
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}
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template<int M, bool filter>
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struct SubGridQuadMIntersector1MoellerTrumbore;
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template<int M, bool filter>
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struct SubGridQuadMIntersector1MoellerTrumbore
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{
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__forceinline SubGridQuadMIntersector1MoellerTrumbore() {}
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__forceinline SubGridQuadMIntersector1MoellerTrumbore(const Ray& ray, const void* ptr) {}
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__forceinline void intersect(RayHit& ray, IntersectContext* context,
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const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3,
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const GridMesh::Grid &g, const SubGrid& subgrid) const
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{
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UVIdentity<M> mapUV;
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MoellerTrumboreHitM<M,UVIdentity<M>> hit(mapUV);
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MoellerTrumboreIntersector1<M> intersector(ray,nullptr);
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Intersect1EpilogMU<M,filter> epilog(ray,context,subgrid.geomID(),subgrid.primID());
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/* intersect first triangle */
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if (intersector.intersect(ray,v0,v1,v3,mapUV,hit))
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{
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interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
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epilog(hit.valid,hit);
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}
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/* intersect second triangle */
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if (intersector.intersect(ray,v2,v3,v1,mapUV,hit))
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{
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hit.U = hit.absDen - hit.U;
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hit.V = hit.absDen - hit.V;
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interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
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epilog(hit.valid,hit);
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}
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}
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__forceinline bool occluded(Ray& ray, IntersectContext* context,
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const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3,
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const GridMesh::Grid &g, const SubGrid& subgrid) const
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{
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UVIdentity<M> mapUV;
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MoellerTrumboreHitM<M,UVIdentity<M>> hit(mapUV);
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MoellerTrumboreIntersector1<M> intersector(ray,nullptr);
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Occluded1EpilogMU<M,filter> epilog(ray,context,subgrid.geomID(),subgrid.primID());
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/* intersect first triangle */
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if (intersector.intersect(ray,v0,v1,v3,mapUV,hit))
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{
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interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
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if (epilog(hit.valid,hit))
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return true;
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}
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/* intersect second triangle */
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if (intersector.intersect(ray,v2,v3,v1,mapUV,hit))
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{
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hit.U = hit.absDen - hit.U;
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hit.V = hit.absDen - hit.V;
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interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
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if (epilog(hit.valid,hit))
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return true;
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}
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return false;
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}
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};
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#if defined (__AVX__)
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/*! Intersects 4 quads with 1 ray using AVX */
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template<bool filter>
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struct SubGridQuadMIntersector1MoellerTrumbore<4,filter>
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{
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__forceinline SubGridQuadMIntersector1MoellerTrumbore() {}
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__forceinline SubGridQuadMIntersector1MoellerTrumbore(const Ray& ray, const void* ptr) {}
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template<typename Epilog>
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__forceinline bool intersect(Ray& ray, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid& subgrid, const Epilog& epilog) const
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{
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const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z));
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#if !defined(EMBREE_BACKFACE_CULLING)
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const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z));
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const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z));
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#else
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const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z));
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const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z));
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#endif
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UVIdentity<8> mapUV;
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MoellerTrumboreHitM<8,UVIdentity<8>> hit(mapUV);
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MoellerTrumboreIntersector1<8> intersector(ray,nullptr);
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const vbool8 flags(0,0,0,0,1,1,1,1);
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if (unlikely(intersector.intersect(ray,vtx0,vtx1,vtx2,mapUV,hit)))
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{
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/* correct U,V interpolation across the entire grid */
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const vfloat8 U = select(flags,hit.absDen - hit.V,hit.U);
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const vfloat8 V = select(flags,hit.absDen - hit.U,hit.V);
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hit.U = U;
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hit.V = V;
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hit.vNg *= select(flags,vfloat8(-1.0f),vfloat8(1.0f));
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interpolateUV<8>(hit,g,subgrid,vint<8>(0,1,1,0,0,1,1,0),vint<8>(0,0,1,1,0,0,1,1));
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if (unlikely(epilog(hit.valid,hit)))
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return true;
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}
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return false;
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}
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__forceinline bool intersect(RayHit& ray, IntersectContext* context,
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const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
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const GridMesh::Grid &g, const SubGrid& subgrid) const
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{
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return intersect(ray,v0,v1,v2,v3,g,subgrid,Intersect1EpilogMU<8,filter>(ray,context,subgrid.geomID(),subgrid.primID()));
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}
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__forceinline bool occluded(Ray& ray, IntersectContext* context,
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const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
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const GridMesh::Grid &g, const SubGrid& subgrid) const
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{
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return intersect(ray,v0,v1,v2,v3,g,subgrid,Occluded1EpilogMU<8,filter>(ray,context,subgrid.geomID(),subgrid.primID()));
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}
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};
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#endif
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// ============================================================================================================================
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// ============================================================================================================================
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// ============================================================================================================================
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/* ----------------------------- */
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/* -- ray packet intersectors -- */
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/* ----------------------------- */
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template<int K>
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__forceinline void interpolateUV(const vbool<K>& valid, MoellerTrumboreHitK<K,UVIdentity<K>> &hit,const GridMesh::Grid &g, const SubGrid& subgrid, const unsigned int i)
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{
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/* correct U,V interpolation across the entire grid */
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const unsigned int sx = subgrid.x() + (unsigned int)(i % 2);
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const unsigned int sy = subgrid.y() + (unsigned int)(i >>1);
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const float inv_resX = rcp((float)(int)(g.resX-1));
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const float inv_resY = rcp((float)(int)(g.resY-1));
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hit.U = select(valid,(hit.U + vfloat<K>((float)sx) * hit.absDen) * inv_resX,hit.U);
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hit.V = select(valid,(hit.V + vfloat<K>((float)sy) * hit.absDen) * inv_resY,hit.V);
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}
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template<int M, int K, bool filter>
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struct SubGridQuadMIntersectorKMoellerTrumboreBase
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{
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__forceinline SubGridQuadMIntersectorKMoellerTrumboreBase(const vbool<K>& valid, const RayK<K>& ray) {}
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template<typename Epilog>
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__forceinline bool intersectK(const vbool<K>& valid,
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RayK<K>& ray,
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const Vec3vf<K>& v0,
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const Vec3vf<K>& v1,
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const Vec3vf<K>& v2,
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const Vec3vf<K>& v3,
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const GridMesh::Grid &g,
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const SubGrid &subgrid,
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const unsigned int i,
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const Epilog& epilog) const
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{
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UVIdentity<K> mapUV;
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MoellerTrumboreHitK<K,UVIdentity<K>> hit(mapUV);
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MoellerTrumboreIntersectorK<M,K> intersector;
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const vbool<K> valid0 = intersector.intersectK(valid,ray,v0,v1,v3,mapUV,hit);
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if (any(valid0))
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{
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interpolateUV(valid0,hit,g,subgrid,i);
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epilog(valid0,hit);
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}
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const vbool<K> valid1 = intersector.intersectK(valid,ray,v2,v3,v1,mapUV,hit);
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if (any(valid1))
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{
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hit.U = hit.absDen - hit.U;
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hit.V = hit.absDen - hit.V;
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interpolateUV(valid1,hit,g,subgrid,i);
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epilog(valid1,hit);
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}
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return any(valid0|valid1);
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}
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template<typename Epilog>
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__forceinline bool occludedK(const vbool<K>& valid,
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RayK<K>& ray,
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const Vec3vf<K>& v0,
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const Vec3vf<K>& v1,
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const Vec3vf<K>& v2,
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const Vec3vf<K>& v3,
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const GridMesh::Grid &g,
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const SubGrid &subgrid,
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const unsigned int i,
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const Epilog& epilog) const
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{
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UVIdentity<K> mapUV;
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MoellerTrumboreHitK<K,UVIdentity<K>> hit(mapUV);
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MoellerTrumboreIntersectorK<M,K> intersector;
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vbool<K> valid_final = valid;
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const vbool<K> valid0 = intersector.intersectK(valid,ray,v0,v1,v3,mapUV,hit);
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if (any(valid0))
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{
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interpolateUV(valid0,hit,g,subgrid,i);
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epilog(valid0,hit);
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valid_final &= !valid0;
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}
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if (none(valid_final)) return true;
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const vbool<K> valid1 = intersector.intersectK(valid,ray,v2,v3,v1,mapUV,hit);
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if (any(valid1))
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{
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hit.U = hit.absDen - hit.U;
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hit.V = hit.absDen - hit.V;
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interpolateUV(valid1,hit,g,subgrid,i);
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epilog(valid1,hit);
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valid_final &= !valid1;
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}
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return none(valid_final);
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}
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static __forceinline bool intersect1(RayK<K>& ray,
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size_t k,
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const Vec3vf<M>& v0,
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const Vec3vf<M>& v1,
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const Vec3vf<M>& v2,
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MoellerTrumboreHitM<M,UVIdentity<M>> &hit)
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{
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const Vec3vf<M> e1 = v0-v1;
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const Vec3vf<M> e2 = v2-v0;
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MoellerTrumboreIntersectorK<8,K> intersector;
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UVIdentity<M> mapUV;
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return intersector.intersectEdge(ray,k,v0,e1,e2,mapUV,hit);
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}
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};
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template<int M, int K, bool filter>
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struct SubGridQuadMIntersectorKMoellerTrumbore : public SubGridQuadMIntersectorKMoellerTrumboreBase<M,K,filter>
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{
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__forceinline SubGridQuadMIntersectorKMoellerTrumbore(const vbool<K>& valid, const RayK<K>& ray)
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: SubGridQuadMIntersectorKMoellerTrumboreBase<M,K,filter>(valid,ray) {}
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__forceinline void intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context,
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const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const
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{
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UVIdentity<M> mapUV;
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MoellerTrumboreHitM<M,UVIdentity<M>> hit(mapUV);
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Intersect1KEpilogMU<M,K,filter> epilog(ray,k,context,subgrid.geomID(),subgrid.primID());
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MoellerTrumboreIntersectorK<M,K> intersector;
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/* intersect first triangle */
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if (intersector.intersect(ray,k,v0,v1,v3,mapUV,hit))
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{
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interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
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epilog(hit.valid,hit);
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}
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/* intersect second triangle */
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if (intersector.intersect(ray,k,v2,v3,v1,mapUV,hit))
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{
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hit.U = hit.absDen - hit.U;
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hit.V = hit.absDen - hit.V;
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interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
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epilog(hit.valid,hit);
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}
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}
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__forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context,
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const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const
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{
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UVIdentity<M> mapUV;
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MoellerTrumboreHitM<M,UVIdentity<M>> hit(mapUV);
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Occluded1KEpilogMU<M,K,filter> epilog(ray,k,context,subgrid.geomID(),subgrid.primID());
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MoellerTrumboreIntersectorK<M,K> intersector;
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/* intersect first triangle */
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if (intersector.intersect(ray,k,v0,v1,v3,mapUV,hit))
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{
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interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
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if (epilog(hit.valid,hit)) return true;
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}
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/* intersect second triangle */
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if (intersector.intersect(ray,k,v2,v3,v1,mapUV,hit))
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{
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hit.U = hit.absDen - hit.U;
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hit.V = hit.absDen - hit.V;
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interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
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if (epilog(hit.valid,hit)) return true;
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}
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return false;
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}
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};
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#if defined (__AVX__)
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/*! Intersects 4 quads with 1 ray using AVX */
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template<int K, bool filter>
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struct SubGridQuadMIntersectorKMoellerTrumbore<4,K,filter> : public SubGridQuadMIntersectorKMoellerTrumboreBase<4,K,filter>
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{
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__forceinline SubGridQuadMIntersectorKMoellerTrumbore(const vbool<K>& valid, const RayK<K>& ray)
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: SubGridQuadMIntersectorKMoellerTrumboreBase<4,K,filter>(valid,ray) {}
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template<typename Epilog>
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__forceinline bool intersect1(RayK<K>& ray, size_t k,const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
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const GridMesh::Grid &g, const SubGrid &subgrid, const Epilog& epilog) const
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{
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const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z));
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#if !defined(EMBREE_BACKFACE_CULLING)
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const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z));
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const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z));
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#else
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const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z));
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const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z));
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#endif
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const vbool8 flags(0,0,0,0,1,1,1,1);
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UVIdentity<8> mapUV;
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MoellerTrumboreHitM<8,UVIdentity<8>> hit(mapUV);
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if (SubGridQuadMIntersectorKMoellerTrumboreBase<8,K,filter>::intersect1(ray,k,vtx0,vtx1,vtx2,hit))
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{
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const vfloat8 U = select(flags,hit.absDen - hit.V,hit.U);
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const vfloat8 V = select(flags,hit.absDen - hit.U,hit.V);
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hit.U = U;
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hit.V = V;
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hit.vNg *= select(flags,vfloat8(-1.0f),vfloat8(1.0f));
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interpolateUV<8>(hit,g,subgrid,vint<8>(0,1,1,0,0,1,1,0),vint<8>(0,0,1,1,0,0,1,1));
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if (unlikely(epilog(hit.valid,hit)))
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return true;
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}
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return false;
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}
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__forceinline bool intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context,
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const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const
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{
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return intersect1(ray,k,v0,v1,v2,v3,g,subgrid,Intersect1KEpilogMU<8,K,filter>(ray,k,context,subgrid.geomID(),subgrid.primID()));
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}
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__forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context,
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const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const
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{
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return intersect1(ray,k,v0,v1,v2,v3,g,subgrid,Occluded1KEpilogMU<8,K,filter>(ray,k,context,subgrid.geomID(),subgrid.primID()));
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}
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};
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#endif
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}
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}
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