// ======================================================================== // // 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_mb.h" #include "quad_intersector_moeller.h" #include "quad_intersector_pluecker.h" namespace embree { namespace isa { /*! Intersects M motion blur quads with 1 ray */ template struct QuadMiMBIntersector1Moeller { typedef QuadMiMB Primitive; typedef Intersector1PrecalculationsMB> 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,ray.time); 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,ray.time); return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } }; /*! Intersects M motion blur quads with K rays. */ template struct QuadMiMBIntersectorKMoeller { typedef QuadMiMB Primitive; typedef IntersectorKPrecalculationsMB> Precalculations; /*! Intersects K rays with M quads. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMiMB& quad) { for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); Vec3> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time); pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM(ray,context,quad.geomIDs,quad.primIDs,i)); } } /*! Test for K rays if they are occluded by any of the M quads. */ static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMiMB& quad) { 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); Vec3> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time); if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM(valid0,ray,context,quad.geomIDs,quad.primIDs,i))) break; } return !valid0; } /*! Intersect a ray with M quads and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMiMB& quad) { STAT3(normal.trav_prims,1,1,1); Vec3> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time[k]); pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } /*! Test if the ray is occluded by one of the M quads. */ static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMiMB& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time[k]); return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } }; /*! Intersects M motion blur quads with 1 ray */ template struct QuadMiMBIntersector1Pluecker { typedef QuadMiMB Primitive; typedef Intersector1PrecalculationsMB> 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,ray.time); 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,ray.time); return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } }; /*! Intersects M motion blur quads with K rays. */ template struct QuadMiMBIntersectorKPluecker { typedef QuadMiMB Primitive; typedef IntersectorKPrecalculationsMB> Precalculations; /*! Intersects K rays with M quads. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMiMB& quad) { for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); Vec3> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time); pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM(ray,context,quad.geomIDs,quad.primIDs,i)); } } /*! Test for K rays if they are occluded by any of the M quads. */ static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMiMB& quad) { 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); Vec3> v0,v1,v2,v3; quad.gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time); if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM(valid0,ray,context,quad.geomIDs,quad.primIDs,i))) break; } return !valid0; } /*! Intersect a ray with M quads and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMiMB& quad) { STAT3(normal.trav_prims,1,1,1); Vec3> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time[k]); pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } /*! Test if the ray is occluded by one of the M quads. */ static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMiMB& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time[k]); return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomIDs,quad.primIDs); } }; } }