godot/thirdparty/embree/kernels/geometry/trianglei.h
2021-01-14 18:02:07 +01:00

443 lines
16 KiB
C++

// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "primitive.h"
#include "../common/scene.h"
namespace embree
{
/* Stores M triangles from an indexed face set */
template <int M>
struct TriangleMi
{
/* Virtual interface to query information about the triangle type */
struct Type : public PrimitiveType
{
const char* name() const;
size_t sizeActive(const char* This) const;
size_t sizeTotal(const char* This) const;
size_t getBytes(const char* This) const;
};
static Type type;
public:
/* primitive supports multiple time segments */
static const bool singleTimeSegment = false;
/* Returns maximum number of stored triangles */
static __forceinline size_t max_size() { return M; }
/* Returns required number of primitive blocks for N primitives */
static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }
public:
/* Default constructor */
__forceinline TriangleMi() { }
/* Construction from vertices and IDs */
__forceinline TriangleMi(const vuint<M>& v0,
const vuint<M>& v1,
const vuint<M>& v2,
const vuint<M>& geomIDs,
const vuint<M>& primIDs)
#if defined(EMBREE_COMPACT_POLYS)
: geomIDs(geomIDs), primIDs(primIDs) {}
#else
: v0_(v0), v1_(v1), v2_(v2), geomIDs(geomIDs), primIDs(primIDs) {}
#endif
/* Returns a mask that tells which triangles are valid */
__forceinline vbool<M> valid() const { return primIDs != vuint<M>(-1); }
/* Returns if the specified triangle is valid */
__forceinline bool valid(const size_t i) const { assert(i<M); return primIDs[i] != -1; }
/* Returns the number of stored triangles */
__forceinline size_t size() const { return bsf(~movemask(valid())); }
/* Returns the geometry IDs */
__forceinline vuint<M> geomID() const { return geomIDs; }
__forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; }
/* Returns the primitive IDs */
__forceinline vuint<M> primID() const { return primIDs; }
__forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; }
/* Calculate the bounds of the triangles */
__forceinline const BBox3fa bounds(const Scene *const scene, const size_t itime=0) const
{
BBox3fa bounds = empty;
for (size_t i=0; i<M && valid(i); i++) {
const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
bounds.extend(mesh->bounds(primID(i),itime));
}
return bounds;
}
/* Calculate the linear bounds of the primitive */
__forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime) {
return LBBox3fa(bounds(scene,itime+0),bounds(scene,itime+1));
}
__forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime, size_t numTimeSteps)
{
LBBox3fa allBounds = empty;
for (size_t i=0; i<M && valid(i); i++)
{
const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
allBounds.extend(mesh->linearBounds(primID(i), itime, numTimeSteps));
}
return allBounds;
}
__forceinline LBBox3fa linearBounds(const Scene *const scene, const BBox1f time_range)
{
LBBox3fa allBounds = empty;
for (size_t i=0; i<M && valid(i); i++)
{
const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
allBounds.extend(mesh->linearBounds(primID(i), time_range));
}
return allBounds;
}
/* Non-temporal store */
__forceinline static void store_nt(TriangleMi* dst, const TriangleMi& src)
{
#if !defined(EMBREE_COMPACT_POLYS)
vuint<M>::store_nt(&dst->v0_,src.v0_);
vuint<M>::store_nt(&dst->v1_,src.v1_);
vuint<M>::store_nt(&dst->v2_,src.v2_);
#endif
vuint<M>::store_nt(&dst->geomIDs,src.geomIDs);
vuint<M>::store_nt(&dst->primIDs,src.primIDs);
}
/* Fill triangle from triangle list */
template<typename PrimRefT>
__forceinline void fill(const PrimRefT* prims, size_t& begin, size_t end, Scene* scene)
{
vuint<M> v0 = zero, v1 = zero, v2 = zero;
vuint<M> geomID = -1, primID = -1;
const PrimRefT* prim = &prims[begin];
for (size_t i=0; i<M; i++)
{
if (begin<end) {
geomID[i] = prim->geomID();
primID[i] = prim->primID();
#if !defined(EMBREE_COMPACT_POLYS)
const TriangleMesh* mesh = scene->get<TriangleMesh>(prim->geomID());
const TriangleMesh::Triangle& tri = mesh->triangle(prim->primID());
unsigned int int_stride = mesh->vertices0.getStride()/4;
v0[i] = tri.v[0] * int_stride;
v1[i] = tri.v[1] * int_stride;
v2[i] = tri.v[2] * int_stride;
#endif
begin++;
} else {
assert(i);
if (likely(i > 0)) {
geomID[i] = geomID[0];
primID[i] = -1;
v0[i] = v0[0];
v1[i] = v0[0];
v2[i] = v0[0];
}
}
if (begin<end) prim = &prims[begin];
}
new (this) TriangleMi(v0,v1,v2,geomID,primID); // FIXME: use non temporal store
}
__forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime)
{
fill(prims, begin, end, scene);
return linearBounds(scene, itime);
}
__forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range)
{
fill(prims, begin, end, scene);
return linearBounds(scene, time_range);
}
/* Updates the primitive */
__forceinline BBox3fa update(TriangleMesh* mesh)
{
BBox3fa bounds = empty;
for (size_t i=0; i<M; i++)
{
if (primID(i) == -1) break;
const unsigned int primId = primID(i);
const TriangleMesh::Triangle& tri = mesh->triangle(primId);
const Vec3fa p0 = mesh->vertex(tri.v[0]);
const Vec3fa p1 = mesh->vertex(tri.v[1]);
const Vec3fa p2 = mesh->vertex(tri.v[2]);
bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2)));
}
return bounds;
}
protected:
#if !defined(EMBREE_COMPACT_POLYS)
vuint<M> v0_; // 4 byte offset of 1st vertex
vuint<M> v1_; // 4 byte offset of 2nd vertex
vuint<M> v2_; // 4 byte offset of 3rd vertex
#endif
vuint<M> geomIDs; // geometry ID of mesh
vuint<M> primIDs; // primitive ID of primitive inside mesh
};
namespace isa
{
template<int M>
struct TriangleMi : public embree::TriangleMi<M>
{
#if !defined(EMBREE_COMPACT_POLYS)
using embree::TriangleMi<M>::v0_;
using embree::TriangleMi<M>::v1_;
using embree::TriangleMi<M>::v2_;
#endif
using embree::TriangleMi<M>::geomIDs;
using embree::TriangleMi<M>::primIDs;
using embree::TriangleMi<M>::geomID;
using embree::TriangleMi<M>::primID;
using embree::TriangleMi<M>::valid;
/* loads a single vertex */
template<int vid>
__forceinline Vec3f getVertex(const size_t index, const Scene *const scene) const
{
#if defined(EMBREE_COMPACT_POLYS)
const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
return (Vec3f) mesh->vertices[0][tri.v[vid]];
#else
const vuint<M>& v = getVertexOffset<vid>();
const float* vertices = scene->vertices[geomID(index)];
return (Vec3f&) vertices[v[index]];
#endif
}
template<int vid, typename T>
__forceinline Vec3<T> getVertex(const size_t index, const Scene *const scene, const size_t itime, const T& ftime) const
{
#if defined(EMBREE_COMPACT_POLYS)
const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
const Vec3fa v0 = mesh->vertices[itime+0][tri.v[vid]];
const Vec3fa v1 = mesh->vertices[itime+1][tri.v[vid]];
#else
const vuint<M>& v = getVertexOffset<vid>();
const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
const float* vertices0 = (const float*) mesh->vertexPtr(0,itime+0);
const float* vertices1 = (const float*) mesh->vertexPtr(0,itime+1);
const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);
const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);
#endif
const Vec3<T> p0(v0.x,v0.y,v0.z);
const Vec3<T> p1(v1.x,v1.y,v1.z);
return lerp(p0,p1,ftime);
}
template<int vid, int K, typename T>
__forceinline Vec3<T> getVertex(const vbool<K>& valid, const size_t index, const Scene *const scene, const vint<K>& itime, const T& ftime) const
{
Vec3<T> p0, p1;
const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
for (size_t mask=movemask(valid), i=bsf(mask); mask; mask=btc(mask,i), i=bsf(mask))
{
#if defined(EMBREE_COMPACT_POLYS)
const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
const Vec3fa v0 = mesh->vertices[itime[i]+0][tri.v[vid]];
const Vec3fa v1 = mesh->vertices[itime[i]+1][tri.v[vid]];
#else
const vuint<M>& v = getVertexOffset<vid>();
const float* vertices0 = (const float*) mesh->vertexPtr(0,itime[i]+0);
const float* vertices1 = (const float*) mesh->vertexPtr(0,itime[i]+1);
const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);
const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);
#endif
p0.x[i] = v0.x; p0.y[i] = v0.y; p0.z[i] = v0.z;
p1.x[i] = v1.x; p1.y[i] = v1.y; p1.z[i] = v1.z;
}
return (T(one)-ftime)*p0 + ftime*p1;
}
struct Triangle {
vfloat4 v0,v1,v2;
};
#if defined(EMBREE_COMPACT_POLYS)
__forceinline Triangle loadTriangle(const int i, const Scene* const scene) const
{
const unsigned int geomID = geomIDs[i];
const unsigned int primID = primIDs[i];
if (unlikely(primID == -1)) return { zero, zero, zero };
const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID);
const TriangleMesh::Triangle& tri = mesh->triangle(primID);
const vfloat4 v0 = (vfloat4) mesh->vertices0[tri.v[0]];
const vfloat4 v1 = (vfloat4) mesh->vertices0[tri.v[1]];
const vfloat4 v2 = (vfloat4) mesh->vertices0[tri.v[2]];
return { v0, v1, v2 };
}
__forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const
{
const unsigned int primID = primIDs[i];
if (unlikely(primID == -1)) return { zero, zero, zero };
const TriangleMesh::Triangle& tri = mesh->triangle(primID);
const vfloat4 v0 = (vfloat4) mesh->vertices[itime][tri.v[0]];
const vfloat4 v1 = (vfloat4) mesh->vertices[itime][tri.v[1]];
const vfloat4 v2 = (vfloat4) mesh->vertices[itime][tri.v[2]];
return { v0, v1, v2 };
}
#else
__forceinline Triangle loadTriangle(const int i, const Scene* const scene) const
{
const float* vertices = scene->vertices[geomID(i)];
const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);
const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);
const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);
return { v0, v1, v2 };
}
__forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const
{
const float* vertices = (const float*) mesh->vertexPtr(0,itime);
const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);
const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);
const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);
return { v0, v1, v2 };
}
#endif
/* Gather the triangles */
__forceinline void gather(Vec3vf<M>& p0, Vec3vf<M>& p1, Vec3vf<M>& p2, const Scene* const scene) const;
template<int K>
#if defined(__INTEL_COMPILER) && (__INTEL_COMPILER < 2000) // workaround for compiler bug in ICC 2019
__noinline
#else
__forceinline
#endif
void gather(const vbool<K>& valid,
Vec3vf<K>& p0,
Vec3vf<K>& p1,
Vec3vf<K>& p2,
const size_t index,
const Scene* const scene,
const vfloat<K>& time) const
{
const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
vfloat<K> ftime;
const vint<K> itime = mesh->timeSegment(time, ftime);
const size_t first = bsf(movemask(valid));
if (likely(all(valid,itime[first] == itime)))
{
p0 = getVertex<0>(index, scene, itime[first], ftime);
p1 = getVertex<1>(index, scene, itime[first], ftime);
p2 = getVertex<2>(index, scene, itime[first], ftime);
} else {
p0 = getVertex<0>(valid, index, scene, itime, ftime);
p1 = getVertex<1>(valid, index, scene, itime, ftime);
p2 = getVertex<2>(valid, index, scene, itime, ftime);
}
}
__forceinline void gather(Vec3vf<M>& p0,
Vec3vf<M>& p1,
Vec3vf<M>& p2,
const TriangleMesh* mesh,
const Scene *const scene,
const int itime) const;
__forceinline void gather(Vec3vf<M>& p0,
Vec3vf<M>& p1,
Vec3vf<M>& p2,
const Scene *const scene,
const float time) const;
#if !defined(EMBREE_COMPACT_POLYS)
template<int N> const vuint<M>& getVertexOffset() const;
#endif
};
#if !defined(EMBREE_COMPACT_POLYS)
template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<0>() const { return v0_; }
template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<1>() const { return v1_; }
template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<2>() const { return v2_; }
#endif
template<>
__forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
Vec3vf4& p1,
Vec3vf4& p2,
const Scene* const scene) const
{
const Triangle tri0 = loadTriangle(0,scene);
const Triangle tri1 = loadTriangle(1,scene);
const Triangle tri2 = loadTriangle(2,scene);
const Triangle tri3 = loadTriangle(3,scene);
transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);
transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);
transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);
}
template<>
__forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
Vec3vf4& p1,
Vec3vf4& p2,
const TriangleMesh* mesh,
const Scene *const scene,
const int itime) const
{
const Triangle tri0 = loadTriangle(0,itime,mesh);
const Triangle tri1 = loadTriangle(1,itime,mesh);
const Triangle tri2 = loadTriangle(2,itime,mesh);
const Triangle tri3 = loadTriangle(3,itime,mesh);
transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);
transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);
transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);
}
template<>
__forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
Vec3vf4& p1,
Vec3vf4& p2,
const Scene *const scene,
const float time) const
{
const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(0)); // in mblur mode all geometries are identical
float ftime;
const int itime = mesh->timeSegment(time, ftime);
Vec3vf4 a0,a1,a2; gather(a0,a1,a2,mesh,scene,itime);
Vec3vf4 b0,b1,b2; gather(b0,b1,b2,mesh,scene,itime+1);
p0 = lerp(a0,b0,vfloat4(ftime));
p1 = lerp(a1,b1,vfloat4(ftime));
p2 = lerp(a2,b2,vfloat4(ftime));
}
}
template<int M>
typename TriangleMi<M>::Type TriangleMi<M>::type;
typedef TriangleMi<4> Triangle4i;
}