// ======================================================================== // // Copyright 2009-2017 Intel Corporation // // // // Licensed under the Apache License, Version 2.0 (the "License"); // // you may not use this file except in compliance with the License. // // You may obtain a copy of the License at // // // // http://www.apache.org/licenses/LICENSE-2.0 // // // // Unless required by applicable law or agreed to in writing, software // // distributed under the License is distributed on an "AS IS" BASIS, // // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // // See the License for the specific language governing permissions and // // limitations under the License. // // ======================================================================== // #pragma once #include "quadi.h" #include "quad_intersector_moeller.h" #include "quad_intersector_pluecker.h" namespace embree { namespace isa { /*! Intersects M quads with 1 ray */ template struct QuadMiIntersector1Moeller { typedef QuadMi Primitive; typedef Intersector1Precalculations> Precalculations; /*! Intersect a ray with the M quads and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) { STAT3(normal.trav_prims,1,1,1); Vec3> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); pre.intersect(ray,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } /*! 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); Vec3> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } /*! Intersect an array of rays with an array of M primitives. */ static __forceinline size_t intersect(Precalculations* pre, size_t valid, Ray** rays, IntersectContext* context, size_t ty, const Primitive* prim, size_t num) { size_t valid_isec = 0; do { const size_t i = __bscf(valid); const float old_far = rays[i]->tfar; for (size_t n=0; ntfar < old_far) ? ((size_t)1 << i) : 0; } while(unlikely(valid)); return valid_isec; } }; /*! Intersects M triangles with K rays. */ template struct QuadMiIntersectorKMoeller { typedef QuadMi Primitive; typedef IntersectorKPrecalculations> Precalculations; /*! Intersects K rays with M triangles. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMi& quad) { Scene* scene = context->scene; for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); const Vec3fa & _p0 = quad.getVertex(quad.v0,i,scene); const Vec3fa & _p1 = quad.getVertex(quad.v1,i,scene); const Vec3fa & _p2 = quad.getVertex(quad.v2,i,scene); const Vec3fa & _p3 = quad.getVertex(quad.v3,i,scene); const Vec3> p0(_p0.x,_p0.y,_p0.z); const Vec3> p1(_p1.x,_p1.y,_p1.z); const Vec3> p2(_p2.x,_p2.y,_p2.z); const Vec3> p3(_p3.x,_p3.y,_p3.z); pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM(ray,context,quad.geomIDs,quad.primIDs,i)); } } /*! Test for K rays if they are occluded by any of the M triangles. */ static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMi& quad) { Scene* scene = context->scene; vbool valid0 = valid_i; for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); const Vec3fa & _p0 = quad.getVertex(quad.v0,i,scene); const Vec3fa & _p1 = quad.getVertex(quad.v1,i,scene); const Vec3fa & _p2 = quad.getVertex(quad.v2,i,scene); const Vec3fa & _p3 = quad.getVertex(quad.v3,i,scene); const Vec3> p0(_p0.x,_p0.y,_p0.z); const Vec3> p1(_p1.x,_p1.y,_p1.z); const Vec3> p2(_p2.x,_p2.y,_p2.z); const Vec3> p3(_p3.x,_p3.y,_p3.z); if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM(valid0,ray,context,quad.geomIDs,quad.primIDs,i))) break; } return !valid0; } /*! Intersect a ray with M triangles and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(normal.trav_prims,1,1,1); Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } /*! Test if the ray is occluded by one of the M triangles. */ static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } }; /*! Intersects M quads with 1 ray */ template struct QuadMiIntersector1Pluecker { typedef QuadMi Primitive; typedef Intersector1Precalculations> Precalculations; /*! Intersect a ray with the M quads and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) { STAT3(normal.trav_prims,1,1,1); Vec3> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); pre.intersect(ray,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } /*! 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); Vec3> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } /*! Intersect an array of rays with an array of M primitives. */ static __forceinline size_t intersect(Precalculations* pre, size_t valid, Ray** rays, IntersectContext* context, size_t ty, const Primitive* prim, size_t num) { size_t valid_isec = 0; do { const size_t i = __bscf(valid); const float old_far = rays[i]->tfar; for (size_t n=0; ntfar < old_far) ? ((size_t)1 << i) : 0; } while(unlikely(valid)); return valid_isec; } }; /*! Intersects M triangles with K rays. */ template struct QuadMiIntersectorKPluecker { typedef QuadMi Primitive; typedef IntersectorKPrecalculations> Precalculations; /*! Intersects K rays with M triangles. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMi& quad) { Scene* scene = context->scene; for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); const Vec3fa & _p0 = quad.getVertex(quad.v0,i,scene); const Vec3fa & _p1 = quad.getVertex(quad.v1,i,scene); const Vec3fa & _p2 = quad.getVertex(quad.v2,i,scene); const Vec3fa & _p3 = quad.getVertex(quad.v3,i,scene); const Vec3> p0(_p0.x,_p0.y,_p0.z); const Vec3> p1(_p1.x,_p1.y,_p1.z); const Vec3> p2(_p2.x,_p2.y,_p2.z); const Vec3> p3(_p3.x,_p3.y,_p3.z); pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM(ray,context,quad.geomIDs,quad.primIDs,i)); } } /*! Test for K rays if they are occluded by any of the M triangles. */ static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMi& quad) { Scene* scene = context->scene; vbool valid0 = valid_i; for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); const Vec3fa & _p0 = quad.getVertex(quad.v0,i,scene); const Vec3fa & _p1 = quad.getVertex(quad.v1,i,scene); const Vec3fa & _p2 = quad.getVertex(quad.v2,i,scene); const Vec3fa & _p3 = quad.getVertex(quad.v3,i,scene); const Vec3> p0(_p0.x,_p0.y,_p0.z); const Vec3> p1(_p1.x,_p1.y,_p1.z); const Vec3> p2(_p2.x,_p2.y,_p2.z); const Vec3> p3(_p3.x,_p3.y,_p3.z); if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM(valid0,ray,context,quad.geomIDs,quad.primIDs,i))) break; } return !valid0; } /*! Intersect a ray with M triangles and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(normal.trav_prims,1,1,1); Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } /*! Test if the ray is occluded by one of the M triangles. */ static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } }; } }