a69cc9f13d
Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.
`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.
(cherry picked from commit 767e374dce
)
419 lines
15 KiB
C++
419 lines
15 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 "triangle.h"
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#include "intersector_epilog.h"
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/*! This intersector implements a modified version of the Woop's ray-triangle intersection test */
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namespace embree
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{
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namespace isa
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{
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template<int M>
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struct WoopHitM
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{
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__forceinline WoopHitM() {}
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__forceinline WoopHitM(const vbool<M>& valid,
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const vfloat<M>& U,
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const vfloat<M>& V,
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const vfloat<M>& T,
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const vfloat<M>& inv_det,
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const Vec3vf<M>& Ng)
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: U(U), V(V), T(T), inv_det(inv_det), valid(valid), vNg(Ng) {}
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__forceinline void finalize()
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{
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vt = T;
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vu = U*inv_det;
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vv = V*inv_det;
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}
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__forceinline Vec2f uv (const size_t i) const { return Vec2f(vu[i],vv[i]); }
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__forceinline float t (const size_t i) const { return vt[i]; }
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__forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); }
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private:
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const vfloat<M> U;
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const vfloat<M> V;
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const vfloat<M> T;
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const vfloat<M> inv_det;
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public:
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const vbool<M> valid;
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vfloat<M> vu;
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vfloat<M> vv;
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vfloat<M> vt;
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Vec3vf<M> vNg;
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};
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template<int M>
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struct WoopPrecalculations1
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{
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unsigned int kx,ky,kz;
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Vec3vf<M> org;
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Vec3fa S;
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__forceinline WoopPrecalculations1() {}
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__forceinline WoopPrecalculations1(const Ray& ray, const void* ptr)
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{
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kz = maxDim(abs(ray.dir));
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kx = (kz+1) % 3;
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ky = (kx+1) % 3;
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const float inv_dir_kz = rcp(ray.dir[kz]);
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if (ray.dir[kz]) std::swap(kx,ky);
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S.x = ray.dir[kx] * inv_dir_kz;
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S.y = ray.dir[ky] * inv_dir_kz;
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S.z = inv_dir_kz;
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org = Vec3vf<M>(ray.org[kx],ray.org[ky],ray.org[kz]);
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}
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};
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template<int M>
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struct WoopIntersector1
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{
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typedef WoopPrecalculations1<M> Precalculations;
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__forceinline WoopIntersector1() {}
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__forceinline WoopIntersector1(const Ray& ray, const void* ptr) {}
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static __forceinline bool intersect(const vbool<M>& valid0,
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Ray& ray,
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const Precalculations& pre,
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const Vec3vf<M>& tri_v0,
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const Vec3vf<M>& tri_v1,
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const Vec3vf<M>& tri_v2,
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WoopHitM<M>& hit)
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{
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vbool<M> valid = valid0;
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/* vertices relative to ray origin */
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const Vec3vf<M> org = Vec3vf<M>(pre.org.x,pre.org.y,pre.org.z);
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const Vec3vf<M> A = Vec3vf<M>(tri_v0[pre.kx],tri_v0[pre.ky],tri_v0[pre.kz]) - org;
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const Vec3vf<M> B = Vec3vf<M>(tri_v1[pre.kx],tri_v1[pre.ky],tri_v1[pre.kz]) - org;
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const Vec3vf<M> C = Vec3vf<M>(tri_v2[pre.kx],tri_v2[pre.ky],tri_v2[pre.kz]) - org;
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/* shear and scale vertices */
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const vfloat<M> Ax = nmadd(A.z,pre.S.x,A.x);
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const vfloat<M> Ay = nmadd(A.z,pre.S.y,A.y);
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const vfloat<M> Bx = nmadd(B.z,pre.S.x,B.x);
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const vfloat<M> By = nmadd(B.z,pre.S.y,B.y);
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const vfloat<M> Cx = nmadd(C.z,pre.S.x,C.x);
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const vfloat<M> Cy = nmadd(C.z,pre.S.y,C.y);
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/* scaled barycentric */
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const vfloat<M> U0 = Cx*By;
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const vfloat<M> U1 = Cy*Bx;
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const vfloat<M> V0 = Ax*Cy;
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const vfloat<M> V1 = Ay*Cx;
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const vfloat<M> W0 = Bx*Ay;
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const vfloat<M> W1 = By*Ax;
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#if !defined(__AVX512F__)
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valid &= (U0 >= U1) & (V0 >= V1) & (W0 >= W1) |
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(U0 <= U1) & (V0 <= V1) & (W0 <= W1);
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#else
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valid &= ge(ge(U0 >= U1,V0,V1),W0,W1) | le(le(U0 <= U1,V0,V1),W0,W1);
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#endif
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if (likely(none(valid))) return false;
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const vfloat<M> U = U0-U1;
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const vfloat<M> V = V0-V1;
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const vfloat<M> W = W0-W1;
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const vfloat<M> det = U+V+W;
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valid &= det != 0.0f;
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const vfloat<M> inv_det = rcp(det);
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const vfloat<M> Az = pre.S.z * A.z;
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const vfloat<M> Bz = pre.S.z * B.z;
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const vfloat<M> Cz = pre.S.z * C.z;
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const vfloat<M> T = madd(U,Az,madd(V,Bz,W*Cz));
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const vfloat<M> t = T * inv_det;
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/* perform depth test */
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valid &= (vfloat<M>(ray.tnear()) < t) & (t <= vfloat<M>(ray.tfar));
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if (likely(none(valid))) return false;
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const Vec3vf<M> tri_Ng = cross(tri_v2-tri_v0,tri_v0-tri_v1);
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/* update hit information */
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new (&hit) WoopHitM<M>(valid,U,V,t,inv_det,tri_Ng);
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return true;
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}
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static __forceinline bool intersect(Ray& ray,
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const Precalculations& pre,
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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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WoopHitM<M>& hit)
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{
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vbool<M> valid = true;
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return intersect(valid,ray,pre,v0,v1,v2,hit);
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}
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template<typename Epilog>
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static __forceinline bool intersect(Ray& ray,
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const Precalculations& pre,
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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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const Epilog& epilog)
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{
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WoopHitM<M> hit;
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if (likely(intersect(ray,pre,v0,v1,v2,hit))) return epilog(hit.valid,hit);
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return false;
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}
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template<typename Epilog>
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static __forceinline bool intersect(const vbool<M>& valid,
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Ray& ray,
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const Precalculations& pre,
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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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const Epilog& epilog)
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{
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WoopHitM<M> hit;
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if (likely(intersect(valid,ray,pre,v0,v1,v2,hit))) return epilog(hit.valid,hit);
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return false;
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}
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};
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#if 0
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template<int K>
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struct WoopHitK
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{
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__forceinline WoopHitK(const vfloat<K>& U, const vfloat<K>& V, const vfloat<K>& T, const vfloat<K>& absDen, const Vec3vf<K>& Ng)
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: U(U), V(V), T(T), absDen(absDen), Ng(Ng) {}
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__forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const
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{
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const vfloat<K> rcpAbsDen = rcp(absDen);
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const vfloat<K> t = T * rcpAbsDen;
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const vfloat<K> u = U * rcpAbsDen;
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const vfloat<K> v = V * rcpAbsDen;
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return std::make_tuple(u,v,t,Ng);
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}
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private:
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const vfloat<K> U;
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const vfloat<K> V;
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const vfloat<K> T;
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const vfloat<K> absDen;
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const Vec3vf<K> Ng;
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};
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template<int M, int K>
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struct WoopIntersectorK
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{
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__forceinline WoopIntersectorK(const vbool<K>& valid, const RayK<K>& ray) {}
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/*! Intersects K rays with one of M triangles. */
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template<typename Epilog>
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__forceinline vbool<K> intersectK(const vbool<K>& valid0,
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//RayK<K>& ray,
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const Vec3vf<K>& ray_org,
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const Vec3vf<K>& ray_dir,
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const vfloat<K>& ray_tnear,
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const vfloat<K>& ray_tfar,
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const Vec3vf<K>& tri_v0,
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const Vec3vf<K>& tri_e1,
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const Vec3vf<K>& tri_e2,
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const Vec3vf<K>& tri_Ng,
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const Epilog& epilog) const
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{
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/* calculate denominator */
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vbool<K> valid = valid0;
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const Vec3vf<K> C = tri_v0 - ray_org;
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const Vec3vf<K> R = cross(C,ray_dir);
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const vfloat<K> den = dot(tri_Ng,ray_dir);
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const vfloat<K> absDen = abs(den);
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const vfloat<K> sgnDen = signmsk(den);
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/* test against edge p2 p0 */
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const vfloat<K> U = dot(tri_e2,R) ^ sgnDen;
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valid &= U >= 0.0f;
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if (likely(none(valid))) return false;
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/* test against edge p0 p1 */
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const vfloat<K> V = dot(tri_e1,R) ^ sgnDen;
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valid &= V >= 0.0f;
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if (likely(none(valid))) return false;
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/* test against edge p1 p2 */
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const vfloat<K> W = absDen-U-V;
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valid &= W >= 0.0f;
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if (likely(none(valid))) return false;
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/* perform depth test */
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const vfloat<K> T = dot(tri_Ng,C) ^ sgnDen;
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valid &= (absDen*ray_tnear < T) & (T <= absDen*ray_tfar);
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if (unlikely(none(valid))) return false;
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/* perform backface culling */
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#if defined(EMBREE_BACKFACE_CULLING)
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valid &= den < vfloat<K>(zero);
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if (unlikely(none(valid))) return false;
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#else
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valid &= den != vfloat<K>(zero);
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if (unlikely(none(valid))) return false;
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#endif
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/* calculate hit information */
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WoopHitK<K> hit(U,V,T,absDen,tri_Ng);
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return epilog(valid,hit);
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}
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/*! Intersects K rays with one of M triangles. */
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template<typename Epilog>
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__forceinline vbool<K> intersectK(const vbool<K>& valid0,
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RayK<K>& ray,
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const Vec3vf<K>& tri_v0,
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const Vec3vf<K>& tri_v1,
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const Vec3vf<K>& tri_v2,
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const Epilog& epilog) const
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{
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const Vec3vf<K> e1 = tri_v0-tri_v1;
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const Vec3vf<K> e2 = tri_v2-tri_v0;
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const Vec3vf<K> Ng = cross(e2,e1);
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return intersectK(valid0,ray.org,ray.dir,ray.tnear(),ray.tfar,tri_v0,e1,e2,Ng,epilog);
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}
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/*! Intersects K rays with one of M triangles. */
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template<typename Epilog>
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__forceinline vbool<K> intersectEdgeK(const vbool<K>& valid0,
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RayK<K>& ray,
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const Vec3vf<K>& tri_v0,
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const Vec3vf<K>& tri_e1,
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const Vec3vf<K>& tri_e2,
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const Epilog& epilog) const
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{
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const Vec3vf<K> tri_Ng = cross(tri_e2,tri_e1);
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return intersectK(valid0,ray.org,ray.dir,ray.tnear(),ray.tfar,tri_v0,tri_e1,tri_e2,tri_Ng,epilog);
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}
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/*! Intersect k'th ray from ray packet of size K with M triangles. */
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__forceinline bool intersectEdge(RayK<K>& ray,
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size_t k,
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const Vec3vf<M>& tri_v0,
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const Vec3vf<M>& tri_e1,
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const Vec3vf<M>& tri_e2,
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WoopHitM<M>& hit) const
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{
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/* calculate denominator */
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typedef Vec3vf<M> Vec3vfM;
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const Vec3vf<M> tri_Ng = cross(tri_e2,tri_e1);
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const Vec3vfM O = broadcast<vfloat<M>>(ray.org,k);
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const Vec3vfM D = broadcast<vfloat<M>>(ray.dir,k);
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const Vec3vfM C = Vec3vfM(tri_v0) - O;
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const Vec3vfM R = cross(C,D);
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const vfloat<M> den = dot(Vec3vfM(tri_Ng),D);
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const vfloat<M> absDen = abs(den);
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const vfloat<M> sgnDen = signmsk(den);
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/* perform edge tests */
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const vfloat<M> U = dot(Vec3vf<M>(tri_e2),R) ^ sgnDen;
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const vfloat<M> V = dot(Vec3vf<M>(tri_e1),R) ^ sgnDen;
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/* perform backface culling */
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#if defined(EMBREE_BACKFACE_CULLING)
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vbool<M> valid = (den < vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen);
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#else
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vbool<M> valid = (den != vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen);
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#endif
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if (likely(none(valid))) return false;
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/* perform depth test */
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const vfloat<M> T = dot(Vec3vf<M>(tri_Ng),C) ^ sgnDen;
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valid &= (absDen*vfloat<M>(ray.tnear()[k]) < T) & (T <= absDen*vfloat<M>(ray.tfar[k]));
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if (likely(none(valid))) return false;
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/* calculate hit information */
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new (&hit) WoopHitM<M>(valid,U,V,T,absDen,tri_Ng);
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return true;
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}
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__forceinline bool intersectEdge(RayK<K>& ray,
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size_t k,
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const BBox<vfloat<M>>& time_range,
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const Vec3vf<M>& tri_v0,
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const Vec3vf<M>& tri_e1,
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const Vec3vf<M>& tri_e2,
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WoopHitM<M>& hit) const
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{
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if (likely(intersect(ray,k,tri_v0,tri_e1,tri_e2,hit)))
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{
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hit.valid &= time_range.lower <= vfloat<M>(ray.time[k]);
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hit.valid &= vfloat<M>(ray.time[k]) < time_range.upper;
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return any(hit.valid);
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}
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return false;
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}
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template<typename Epilog>
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__forceinline bool intersectEdge(RayK<K>& ray,
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size_t k,
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const Vec3vf<M>& tri_v0,
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const Vec3vf<M>& tri_e1,
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const Vec3vf<M>& tri_e2,
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const Epilog& epilog) const
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{
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WoopHitM<M> hit;
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if (likely(intersectEdge(ray,k,tri_v0,tri_e1,tri_e2,hit))) return epilog(hit.valid,hit);
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return false;
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}
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template<typename Epilog>
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__forceinline bool intersectEdge(RayK<K>& ray,
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size_t k,
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const BBox<vfloat<M>>& time_range,
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const Vec3vf<M>& tri_v0,
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const Vec3vf<M>& tri_e1,
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const Vec3vf<M>& tri_e2,
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const Epilog& epilog) const
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{
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WoopHitM<M> hit;
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if (likely(intersectEdge(ray,k,time_range,tri_v0,tri_e1,tri_e2,hit))) return epilog(hit.valid,hit);
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return false;
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}
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template<typename Epilog>
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__forceinline bool intersect(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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const Epilog& epilog) const
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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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return intersectEdge(ray,k,v0,e1,e2,epilog);
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}
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template<typename Epilog>
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__forceinline bool intersect(RayK<K>& ray,
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size_t k,
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const BBox<vfloat<M>>& time_range,
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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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const Epilog& epilog) const
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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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return intersectEdge(ray,k,time_range,v0,e1,e2,epilog);
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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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