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

516 lines
21 KiB
C++

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