trianglev_mb_intersector.h 10 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211
  1. // Copyright 2009-2021 Intel Corporation
  2. // SPDX-License-Identifier: Apache-2.0
  3. #pragma once
  4. #include "triangle.h"
  5. #include "intersector_epilog.h"
  6. namespace embree
  7. {
  8. namespace isa
  9. {
  10. /*! Intersects M motion blur triangles with 1 ray */
  11. template<int M, bool filter>
  12. struct TriangleMvMBIntersector1Moeller
  13. {
  14. typedef TriangleMvMB<M> Primitive;
  15. typedef MoellerTrumboreIntersector1<M> Precalculations;
  16. /*! Intersect a ray with the M triangles and updates the hit. */
  17. static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const TriangleMvMB<M>& tri)
  18. {
  19. STAT3(normal.trav_prims,1,1,1);
  20. const Vec3vf<M> time(ray.time());
  21. const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
  22. const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
  23. const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
  24. pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
  25. }
  26. /*! Test if the ray is occluded by one of M triangles. */
  27. static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const TriangleMvMB<M>& tri)
  28. {
  29. STAT3(shadow.trav_prims,1,1,1);
  30. const Vec3vf<M> time(ray.time());
  31. const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
  32. const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
  33. const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
  34. return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
  35. }
  36. static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
  37. {
  38. return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
  39. }
  40. };
  41. /*! Intersects M motion blur triangles with K rays. */
  42. template<int M, int K, bool filter>
  43. struct TriangleMvMBIntersectorKMoeller
  44. {
  45. typedef TriangleMvMB<M> Primitive;
  46. typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
  47. /*! Intersects K rays with M triangles. */
  48. static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const TriangleMvMB<M>& tri)
  49. {
  50. for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
  51. {
  52. if (!tri.valid(i)) break;
  53. STAT3(normal.trav_prims,1,popcnt(valid_i),K);
  54. const Vec3vf<K> time(ray.time());
  55. const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
  56. const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
  57. const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
  58. pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
  59. }
  60. }
  61. /*! Test for K rays if they are occluded by any of the M triangles. */
  62. static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const TriangleMvMB<M>& tri)
  63. {
  64. vbool<K> valid0 = valid_i;
  65. for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
  66. {
  67. if (!tri.valid(i)) break;
  68. STAT3(shadow.trav_prims,1,popcnt(valid0),K);
  69. const Vec3vf<K> time(ray.time());
  70. const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
  71. const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
  72. const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
  73. pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
  74. if (none(valid0)) break;
  75. }
  76. return !valid0;
  77. }
  78. /*! Intersect a ray with M triangles and updates the hit. */
  79. static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const TriangleMvMB<M>& tri)
  80. {
  81. STAT3(normal.trav_prims,1,1,1);
  82. const Vec3vf<M> time(ray.time()[k]);
  83. const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
  84. const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
  85. const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
  86. pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
  87. }
  88. /*! Test if the ray is occluded by one of the M triangles. */
  89. static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const TriangleMvMB<M>& tri)
  90. {
  91. STAT3(shadow.trav_prims,1,1,1);
  92. const Vec3vf<M> time(ray.time()[k]);
  93. const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
  94. const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
  95. const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
  96. return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
  97. }
  98. };
  99. /*! Intersects M motion blur triangles with 1 ray */
  100. template<int M, bool filter>
  101. struct TriangleMvMBIntersector1Pluecker
  102. {
  103. typedef TriangleMvMB<M> Primitive;
  104. typedef PlueckerIntersector1<M> Precalculations;
  105. /*! Intersect a ray with the M triangles and updates the hit. */
  106. static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const TriangleMvMB<M>& tri)
  107. {
  108. STAT3(normal.trav_prims,1,1,1);
  109. const Vec3vf<M> time(ray.time());
  110. const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
  111. const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
  112. const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
  113. pre.intersect(ray,v0,v1,v2,UVIdentity<M>(),Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
  114. }
  115. /*! Test if the ray is occluded by one of M triangles. */
  116. static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const TriangleMvMB<M>& tri)
  117. {
  118. STAT3(shadow.trav_prims,1,1,1);
  119. const Vec3vf<M> time(ray.time());
  120. const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
  121. const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
  122. const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
  123. return pre.intersect(ray,v0,v1,v2,UVIdentity<M>(),Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
  124. }
  125. static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
  126. {
  127. return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
  128. }
  129. };
  130. /*! Intersects M motion blur triangles with K rays. */
  131. template<int M, int K, bool filter>
  132. struct TriangleMvMBIntersectorKPluecker
  133. {
  134. typedef TriangleMvMB<M> Primitive;
  135. typedef PlueckerIntersectorK<M,K> Precalculations;
  136. /*! Intersects K rays with M triangles. */
  137. static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const TriangleMvMB<M>& tri)
  138. {
  139. for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
  140. {
  141. if (!tri.valid(i)) break;
  142. STAT3(normal.trav_prims,1,popcnt(valid_i),K);
  143. const Vec3vf<K> time(ray.time());
  144. const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
  145. const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
  146. const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
  147. pre.intersectK(valid_i,ray,v0,v1,v2,UVIdentity<K>(),IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
  148. }
  149. }
  150. /*! Test for K rays if they are occluded by any of the M triangles. */
  151. static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const TriangleMvMB<M>& tri)
  152. {
  153. vbool<K> valid0 = valid_i;
  154. for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
  155. {
  156. if (!tri.valid(i)) break;
  157. STAT3(shadow.trav_prims,1,popcnt(valid0),K);
  158. const Vec3vf<K> time(ray.time());
  159. const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
  160. const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
  161. const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
  162. pre.intersectK(valid0,ray,v0,v1,v2,UVIdentity<K>(),OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
  163. if (none(valid0)) break;
  164. }
  165. return !valid0;
  166. }
  167. /*! Intersect a ray with M triangles and updates the hit. */
  168. static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const TriangleMvMB<M>& tri)
  169. {
  170. STAT3(normal.trav_prims,1,1,1);
  171. const Vec3vf<M> time(ray.time()[k]);
  172. const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
  173. const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
  174. const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
  175. pre.intersect(ray,k,v0,v1,v2,UVIdentity<M>(),Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
  176. }
  177. /*! Test if the ray is occluded by one of the M triangles. */
  178. static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const TriangleMvMB<M>& tri)
  179. {
  180. STAT3(shadow.trav_prims,1,1,1);
  181. const Vec3vf<M> time(ray.time()[k]);
  182. const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
  183. const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
  184. const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
  185. return pre.intersect(ray,k,v0,v1,v2,UVIdentity<M>(),Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
  186. }
  187. };
  188. }
  189. }