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

157 lines
6.4 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "intersector_epilog.h"
#include "pointi.h"
#include "sphere_intersector.h"
namespace embree
{
namespace isa
{
template<int M, bool filter>
struct SphereMiIntersector1
{
typedef PointMi<M> Primitive;
typedef CurvePrecalculations1 Precalculations;
static __forceinline void intersect(const Precalculations& pre,
RayHit& ray,
RayQueryContext* context,
const Primitive& sphere)
{
STAT3(normal.trav_prims, 1, 1, 1);
const Points* geom = context->scene->get<Points>(sphere.geomID());
Vec4vf<M> v0; sphere.gather(v0, geom);
const vbool<M> valid = sphere.valid();
SphereIntersector1<M>::intersect(
valid, ray, context, geom, pre, v0, Intersect1EpilogM<M, filter>(ray, context, sphere.geomID(), sphere.primID()));
}
static __forceinline bool occluded(const Precalculations& pre,
Ray& ray,
RayQueryContext* context,
const Primitive& sphere)
{
STAT3(shadow.trav_prims, 1, 1, 1);
const Points* geom = context->scene->get<Points>(sphere.geomID());
Vec4vf<M> v0; sphere.gather(v0, geom);
const vbool<M> valid = sphere.valid();
return SphereIntersector1<M>::intersect(
valid, ray, context, geom, pre, v0, Occluded1EpilogM<M, filter>(ray, context, sphere.geomID(), sphere.primID()));
}
static __forceinline bool pointQuery(PointQuery* query,
PointQueryContext* context,
const Primitive& sphere)
{
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, sphere);
}
};
template<int M, bool filter>
struct SphereMiMBIntersector1
{
typedef PointMi<M> Primitive;
typedef CurvePrecalculations1 Precalculations;
static __forceinline void intersect(const Precalculations& pre,
RayHit& ray,
RayQueryContext* context,
const Primitive& sphere)
{
STAT3(normal.trav_prims, 1, 1, 1);
const Points* geom = context->scene->get<Points>(sphere.geomID());
Vec4vf<M> v0; sphere.gather(v0, geom, ray.time());
const vbool<M> valid = sphere.valid();
SphereIntersector1<M>::intersect(
valid, ray, context, geom, pre, v0, Intersect1EpilogM<M, filter>(ray, context, sphere.geomID(), sphere.primID()));
}
static __forceinline bool occluded(const Precalculations& pre,
Ray& ray,
RayQueryContext* context,
const Primitive& sphere)
{
STAT3(shadow.trav_prims, 1, 1, 1);
const Points* geom = context->scene->get<Points>(sphere.geomID());
Vec4vf<M> v0; sphere.gather(v0, geom, ray.time());
const vbool<M> valid = sphere.valid();
return SphereIntersector1<M>::intersect(
valid, ray, context, geom, pre, v0, Occluded1EpilogM<M, filter>(ray, context, sphere.geomID(), sphere.primID()));
}
static __forceinline bool pointQuery(PointQuery* query,
PointQueryContext* context,
const Primitive& sphere)
{
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, sphere);
}
};
template<int M, int K, bool filter>
struct SphereMiIntersectorK
{
typedef PointMi<M> Primitive;
typedef CurvePrecalculationsK<K> Precalculations;
static __forceinline void intersect(
const Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const Primitive& sphere)
{
STAT3(normal.trav_prims, 1, 1, 1);
const Points* geom = context->scene->get<Points>(sphere.geomID());
Vec4vf<M> v0; sphere.gather(v0, geom);
const vbool<M> valid = sphere.valid();
SphereIntersectorK<M, K>::intersect(
valid, ray, k, context, geom, pre, v0,
Intersect1KEpilogM<M, K, filter>(ray, k, context, sphere.geomID(), sphere.primID()));
}
static __forceinline bool occluded(
const Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const Primitive& sphere)
{
STAT3(shadow.trav_prims, 1, 1, 1);
const Points* geom = context->scene->get<Points>(sphere.geomID());
Vec4vf<M> v0; sphere.gather(v0, geom);
const vbool<M> valid = sphere.valid();
return SphereIntersectorK<M, K>::intersect(
valid, ray, k, context, geom, pre, v0,
Occluded1KEpilogM<M, K, filter>(ray, k, context, sphere.geomID(), sphere.primID()));
}
};
template<int M, int K, bool filter>
struct SphereMiMBIntersectorK
{
typedef PointMi<M> Primitive;
typedef CurvePrecalculationsK<K> Precalculations;
static __forceinline void intersect(
const Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const Primitive& sphere)
{
STAT3(normal.trav_prims, 1, 1, 1);
const Points* geom = context->scene->get<Points>(sphere.geomID());
Vec4vf<M> v0; sphere.gather(v0, geom, ray.time()[k]);
const vbool<M> valid = sphere.valid();
SphereIntersectorK<M, K>::intersect(
valid, ray, k, context, geom, pre, v0,
Intersect1KEpilogM<M, K, filter>(ray, k, context, sphere.geomID(), sphere.primID()));
}
static __forceinline bool occluded(
const Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const Primitive& sphere)
{
STAT3(shadow.trav_prims, 1, 1, 1);
const Points* geom = context->scene->get<Points>(sphere.geomID());
Vec4vf<M> v0; sphere.gather(v0, geom, ray.time()[k]);
const vbool<M> valid = sphere.valid();
return SphereIntersectorK<M, K>::intersect(
valid, ray, k, context, geom, pre, v0,
Occluded1KEpilogM<M, K, filter>(ray, k, context, sphere.geomID(), sphere.primID()));
}
};
} // namespace isa
} // namespace embree