godot/thirdparty/embree/kernels/geometry/quadv_intersector.h
jfons 767e374dce Upgrade Embree to the latest official release.
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.
2021-05-21 17:00:24 +02:00

182 lines
7.7 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "quadv.h"
#include "quad_intersector_moeller.h"
#include "quad_intersector_pluecker.h"
namespace embree
{
namespace isa
{
/*! Intersects M quads with 1 ray */
template<int M, bool filter>
struct QuadMvIntersector1Moeller
{
typedef QuadMv<M> Primitive;
typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
/*! Intersect a ray with the M quads and updates the hit. */
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
{
STAT3(normal.trav_prims,1,1,1);
pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
}
/*! Test if the ray is occluded by one of M quads. */
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
{
STAT3(shadow.trav_prims,1,1,1);
return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
}
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
{
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
}
};
/*! Intersects M triangles with K rays. */
template<int M, int K, bool filter>
struct QuadMvIntersectorKMoeller
{
typedef QuadMv<M> Primitive;
typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
/*! Intersects K rays with M triangles. */
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
{
for (size_t i=0; i<QuadMv<M>::max_size(); i++)
{
if (!quad.valid(i)) break;
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
}
}
/*! Test for K rays if they are occluded by any of the M triangles. */
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
{
vbool<K> valid0 = valid_i;
for (size_t i=0; i<QuadMv<M>::max_size(); i++)
{
if (!quad.valid(i)) break;
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
break;
}
return !valid0;
}
/*! Intersect a ray with M triangles and updates the hit. */
static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
{
STAT3(normal.trav_prims,1,1,1);
pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
}
/*! Test if the ray is occluded by one of the M triangles. */
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
{
STAT3(shadow.trav_prims,1,1,1);
return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
}
};
/*! Intersects M quads with 1 ray */
template<int M, bool filter>
struct QuadMvIntersector1Pluecker
{
typedef QuadMv<M> Primitive;
typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
/*! Intersect a ray with the M quads and updates the hit. */
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
{
STAT3(normal.trav_prims,1,1,1);
pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
}
/*! Test if the ray is occluded by one of M quads. */
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
{
STAT3(shadow.trav_prims,1,1,1);
return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
}
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
{
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
}
};
/*! Intersects M triangles with K rays. */
template<int M, int K, bool filter>
struct QuadMvIntersectorKPluecker
{
typedef QuadMv<M> Primitive;
typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
/*! Intersects K rays with M triangles. */
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
{
for (size_t i=0; i<QuadMv<M>::max_size(); i++)
{
if (!quad.valid(i)) break;
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
}
}
/*! Test for K rays if they are occluded by any of the M triangles. */
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
{
vbool<K> valid0 = valid_i;
for (size_t i=0; i<QuadMv<M>::max_size(); i++)
{
if (!quad.valid(i)) break;
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
break;
}
return !valid0;
}
/*! Intersect a ray with M triangles and updates the hit. */
static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
{
STAT3(normal.trav_prims,1,1,1);
pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
}
/*! Test if the ray is occluded by one of the M triangles. */
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
{
STAT3(shadow.trav_prims,1,1,1);
return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
}
};
}
}