// ======================================================================== // // 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 "trianglei.h" #include "triangle_intersector_moeller.h" #include "triangle_intersector_pluecker.h" namespace embree { namespace isa { /*! Intersects M triangles with 1 ray */ template struct TriangleMiIntersector1Moeller { typedef TriangleMi Primitive; typedef Intersector1Precalculations> Precalculations; static __forceinline void intersect(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) { STAT3(normal.trav_prims,1,1,1); Vec3> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); pre.intersect(ray,v0,v1,v2,/*UVIdentity(),*/Intersect1EpilogM(ray,context,tri.geomIDs,tri.primIDs)); } static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); return pre.intersect(ray,v0,v1,v2,/*UVIdentity(),*/Occluded1EpilogM(ray,context,tri.geomIDs,tri.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 TriangleMiIntersectorKMoeller { typedef TriangleMi Primitive; typedef IntersectorKPrecalculations> Precalculations; static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const Primitive& tri) { for (size_t i=0; i::size()); const Vec3f& p0 = *(const Vec3f*) context->scene->get(tri.geomID(i))->vertexPtr(tri.v0[i]); const Vec3f& p1 = *(Vec3f*)((int*)&p0 + tri.v1[i]); const Vec3f& p2 = *(Vec3f*)((int*)&p0 + tri.v2[i]); const Vec3> v0 = Vec3>(p0); const Vec3> v1 = Vec3>(p1); const Vec3> v2 = Vec3>(p2); pre.intersectK(valid_i,ray,v0,v1,v2,/*UVIdentity(),*/IntersectKEpilogM(ray,context,tri.geomIDs,tri.primIDs,i)); } } static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const Primitive& tri) { vbool valid0 = valid_i; for (size_t i=0; i::size()); const Vec3f& p0 = *(const Vec3f*) context->scene->get(tri.geomID(i))->vertexPtr(tri.v0[i]); const Vec3f& p1 = *(Vec3f*)((int*)&p0 + tri.v1[i]); const Vec3f& p2 = *(Vec3f*)((int*)&p0 + tri.v2[i]); const Vec3> v0 = Vec3>(p0); const Vec3> v1 = Vec3>(p1); const Vec3> v2 = Vec3>(p2); pre.intersectK(valid0,ray,v0,v1,v2,/*UVIdentity(),*/OccludedKEpilogM(valid0,ray,context,tri.geomIDs,tri.primIDs,i)); if (none(valid0)) break; } return !valid0; } static __forceinline void intersect(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const Primitive& tri) { STAT3(normal.trav_prims,1,1,1); Vec3> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); pre.intersect(ray,k,v0,v1,v2,/*UVIdentity(),*/Intersect1KEpilogM(ray,k,context,tri.geomIDs,tri.primIDs)); } static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const Primitive& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); return pre.intersect(ray,k,v0,v1,v2,/*UVIdentity(),*/Occluded1KEpilogM(ray,k,context,tri.geomIDs,tri.primIDs)); } }; /*! Intersects M triangles with 1 ray */ template struct TriangleMiIntersector1Pluecker { typedef TriangleMi Primitive; typedef Intersector1Precalculations> Precalculations; static __forceinline void intersect(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) { STAT3(normal.trav_prims,1,1,1); Vec3> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); pre.intersect(ray,v0,v1,v2,UVIdentity(),Intersect1EpilogM(ray,context,tri.geomIDs,tri.primIDs)); } static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); return pre.intersect(ray,v0,v1,v2,UVIdentity(),Occluded1EpilogM(ray,context,tri.geomIDs,tri.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 TriangleMiIntersectorKPluecker { typedef TriangleMi Primitive; typedef IntersectorKPrecalculations> Precalculations; static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const Primitive& tri) { for (size_t i=0; i::size()); const Vec3f& p0 = *(const Vec3f*) context->scene->get(tri.geomID(i))->vertexPtr(tri.v0[i]); const Vec3f& p1 = *(Vec3f*)((int*)&p0 + tri.v1[i]); const Vec3f& p2 = *(Vec3f*)((int*)&p0 + tri.v2[i]); const Vec3> v0 = Vec3>(p0); const Vec3> v1 = Vec3>(p1); const Vec3> v2 = Vec3>(p2); pre.intersectK(valid_i,ray,v0,v1,v2,UVIdentity(),IntersectKEpilogM(ray,context,tri.geomIDs,tri.primIDs,i)); } } static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const Primitive& tri) { vbool valid0 = valid_i; for (size_t i=0; i::size()); const Vec3f& p0 = *(const Vec3f*) context->scene->get(tri.geomID(i))->vertexPtr(tri.v0[i]); const Vec3f& p1 = *(Vec3f*)((int*)&p0 + tri.v1[i]); const Vec3f& p2 = *(Vec3f*)((int*)&p0 + tri.v2[i]); const Vec3> v0 = Vec3>(p0); const Vec3> v1 = Vec3>(p1); const Vec3> v2 = Vec3>(p2); pre.intersectK(valid0,ray,v0,v1,v2,UVIdentity(),OccludedKEpilogM(valid0,ray,context,tri.geomIDs,tri.primIDs,i)); if (none(valid0)) break; } return !valid0; } static __forceinline void intersect(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const Primitive& tri) { STAT3(normal.trav_prims,1,1,1); Vec3> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); pre.intersect(ray,k,v0,v1,v2,UVIdentity(),Intersect1KEpilogM(ray,k,context,tri.geomIDs,tri.primIDs)); } static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const Primitive& tri) { STAT3(shadow.trav_prims,1,1,1); Vec3> v0, v1, v2; tri.gather(v0,v1,v2,context->scene); return pre.intersect(ray,k,v0,v1,v2,UVIdentity(),Occluded1KEpilogM(ray,k,context,tri.geomIDs,tri.primIDs)); } }; } }