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

337 lines
16 KiB
C++

// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "trianglei.h"
#include "triangle_intersector_moeller.h"
#include "triangle_intersector_pluecker.h"
namespace embree
{
namespace isa
{
/*! Intersects M triangles with 1 ray */
template<int M, int Mx, bool filter>
struct TriangleMiIntersector1Moeller
{
typedef TriangleMi<M> Primitive;
typedef MoellerTrumboreIntersector1<Mx> Precalculations;
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
pre.intersect(ray,v0,v1,v2,/*UVIdentity<Mx>(),*/Intersect1EpilogM<M,Mx,filter>(ray,context,tri.geomID(),tri.primID()));
}
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
return pre.intersect(ray,v0,v1,v2,/*UVIdentity<Mx>(),*/Occluded1EpilogM<M,Mx,filter>(ray,context,tri.geomID(),tri.primID()));
}
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
{
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
}
};
/*! Intersects M triangles with K rays */
template<int M, int Mx, int K, bool filter>
struct TriangleMiIntersectorKMoeller
{
typedef TriangleMi<M> Primitive;
typedef MoellerTrumboreIntersectorK<Mx,K> Precalculations;
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive& tri)
{
const Scene* scene = context->scene;
for (size_t i=0; i<Primitive::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(normal.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
pre.intersectK(valid_i,ray,v0,v1,v2,/*UVIdentity<K>(),*/IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
}
}
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive& tri)
{
vbool<K> valid0 = valid_i;
const Scene* scene = context->scene;
for (size_t i=0; i<Primitive::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(shadow.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
pre.intersectK(valid0,ray,v0,v1,v2,/*UVIdentity<K>(),*/OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
if (none(valid0)) break;
}
return !valid0;
}
static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
pre.intersect(ray,k,v0,v1,v2,/*UVIdentity<Mx>(),*/Intersect1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
}
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
return pre.intersect(ray,k,v0,v1,v2,/*UVIdentity<Mx>(),*/Occluded1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
}
};
/*! Intersects M triangles with 1 ray */
template<int M, int Mx, bool filter>
struct TriangleMiIntersector1Pluecker
{
typedef TriangleMi<M> Primitive;
typedef PlueckerIntersector1<Mx> Precalculations;
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
pre.intersect(ray,v0,v1,v2,UVIdentity<Mx>(),Intersect1EpilogM<M,Mx,filter>(ray,context,tri.geomID(),tri.primID()));
}
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
return pre.intersect(ray,v0,v1,v2,UVIdentity<Mx>(),Occluded1EpilogM<M,Mx,filter>(ray,context,tri.geomID(),tri.primID()));
}
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
{
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
}
};
/*! Intersects M triangles with K rays */
template<int M, int Mx, int K, bool filter>
struct TriangleMiIntersectorKPluecker
{
typedef TriangleMi<M> Primitive;
typedef PlueckerIntersectorK<Mx,K> Precalculations;
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive& tri)
{
const Scene* scene = context->scene;
for (size_t i=0; i<Primitive::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(normal.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
pre.intersectK(valid_i,ray,v0,v1,v2,UVIdentity<K>(),IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
}
}
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive& tri)
{
vbool<K> valid0 = valid_i;
const Scene* scene = context->scene;
for (size_t i=0; i<Primitive::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(shadow.trav_prims,1,popcnt(valid_i),RayHitK<K>::size());
const Vec3vf<K> v0 = tri.template getVertex<0>(i,scene);
const Vec3vf<K> v1 = tri.template getVertex<1>(i,scene);
const Vec3vf<K> v2 = tri.template getVertex<2>(i,scene);
pre.intersectK(valid0,ray,v0,v1,v2,UVIdentity<K>(),OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
if (none(valid0)) break;
}
return !valid0;
}
static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
pre.intersect(ray,k,v0,v1,v2,UVIdentity<Mx>(),Intersect1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
}
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
return pre.intersect(ray,k,v0,v1,v2,UVIdentity<Mx>(),Occluded1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
}
};
/*! Intersects M motion blur triangles with 1 ray */
template<int M, int Mx, bool filter>
struct TriangleMiMBIntersector1Moeller
{
typedef TriangleMi<M> Primitive;
typedef MoellerTrumboreIntersector1<Mx> Precalculations;
/*! Intersect a ray with the M triangles and updates the hit. */
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
pre.intersect(ray,v0,v1,v2,/*UVIdentity<Mx>(),*/Intersect1EpilogM<M,Mx,filter>(ray,context,tri.geomID(),tri.primID()));
}
/*! Test if the ray is occluded by one of M triangles. */
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
return pre.intersect(ray,v0,v1,v2,/*UVIdentity<Mx>(),*/Occluded1EpilogM<M,Mx,filter>(ray,context,tri.geomID(),tri.primID()));
}
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
{
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
}
};
/*! Intersects M motion blur triangles with K rays. */
template<int M, int Mx, int K, bool filter>
struct TriangleMiMBIntersectorKMoeller
{
typedef TriangleMi<M> Primitive;
typedef MoellerTrumboreIntersectorK<Mx,K> Precalculations;
/*! Intersects K rays with M triangles. */
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMi<M>& tri)
{
for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
Vec3vf<K> v0,v1,v2; tri.gather(valid_i,v0,v1,v2,i,context->scene,ray.time());
pre.intersectK(valid_i,ray,v0,v1,v2,/*UVIdentity<K>(),*/IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.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 TriangleMi<M>& tri)
{
vbool<K> valid0 = valid_i;
for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
Vec3vf<K> v0,v1,v2; tri.gather(valid_i,v0,v1,v2,i,context->scene,ray.time());
pre.intersectK(valid0,ray,v0,v1,v2,/*UVIdentity<K>(),*/OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
if (none(valid0)) 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 TriangleMi<M>& tri)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
pre.intersect(ray,k,v0,v1,v2,/*UVIdentity<Mx>(),*/Intersect1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomID(),tri.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 TriangleMi<M>& tri)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
return pre.intersect(ray,k,v0,v1,v2,/*UVIdentity<Mx>(),*/Occluded1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
}
};
/*! Intersects M motion blur triangles with 1 ray */
template<int M, int Mx, bool filter>
struct TriangleMiMBIntersector1Pluecker
{
typedef TriangleMi<M> Primitive;
typedef PlueckerIntersector1<Mx> Precalculations;
/*! Intersect a ray with the M triangles and updates the hit. */
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
pre.intersect(ray,v0,v1,v2,UVIdentity<Mx>(),Intersect1EpilogM<M,Mx,filter>(ray,context,tri.geomID(),tri.primID()));
}
/*! Test if the ray is occluded by one of M triangles. */
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time());
return pre.intersect(ray,v0,v1,v2,UVIdentity<Mx>(),Occluded1EpilogM<M,Mx,filter>(ray,context,tri.geomID(),tri.primID()));
}
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
{
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
}
};
/*! Intersects M motion blur triangles with K rays. */
template<int M, int Mx, int K, bool filter>
struct TriangleMiMBIntersectorKPluecker
{
typedef TriangleMi<M> Primitive;
typedef PlueckerIntersectorK<Mx,K> Precalculations;
/*! Intersects K rays with M triangles. */
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMi<M>& tri)
{
for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
Vec3vf<K> v0,v1,v2; tri.gather(valid_i,v0,v1,v2,i,context->scene,ray.time());
pre.intersectK(valid_i,ray,v0,v1,v2,UVIdentity<K>(),IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.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 TriangleMi<M>& tri)
{
vbool<K> valid0 = valid_i;
for (size_t i=0; i<TriangleMi<M>::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
Vec3vf<K> v0,v1,v2; tri.gather(valid_i,v0,v1,v2,i,context->scene,ray.time());
pre.intersectK(valid0,ray,v0,v1,v2,UVIdentity<K>(),OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
if (none(valid0)) 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 TriangleMi<M>& tri)
{
STAT3(normal.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
pre.intersect(ray,k,v0,v1,v2,UVIdentity<Mx>(),Intersect1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomID(),tri.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 TriangleMi<M>& tri)
{
STAT3(shadow.trav_prims,1,1,1);
Vec3vf<M> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time()[k]);
return pre.intersect(ray,k,v0,v1,v2,UVIdentity<Mx>(),Occluded1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
}
};
}
}