// ======================================================================== // // 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 "triangle.h" #include "intersector_epilog.h" namespace embree { namespace isa { /*! Intersects M motion blur triangles with 1 ray */ template struct TriangleMvMBIntersector1Moeller { typedef TriangleMvMB Primitive; typedef Intersector1PrecalculationsMB> Precalculations; /*! Intersect a ray with the M triangles and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, Ray& ray, IntersectContext* context, const TriangleMvMB& tri) { STAT3(normal.trav_prims,1,1,1); const Vec3> time(pre.ftime()); const Vec3> v0 = madd(time,Vec3>(tri.dv0),Vec3>(tri.v0)); const Vec3> v1 = madd(time,Vec3>(tri.dv1),Vec3>(tri.v1)); const Vec3> v2 = madd(time,Vec3>(tri.dv2),Vec3>(tri.v2)); pre.intersect(ray,v0,v1,v2,Intersect1EpilogM(ray,context,tri.geomIDs,tri.primIDs)); } /*! Test if the ray is occluded by one of M triangles. */ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const TriangleMvMB& tri) { STAT3(shadow.trav_prims,1,1,1); const Vec3> time(pre.ftime()); const Vec3> v0 = madd(time,Vec3>(tri.dv0),Vec3>(tri.v0)); const Vec3> v1 = madd(time,Vec3>(tri.dv1),Vec3>(tri.v1)); const Vec3> v2 = madd(time,Vec3>(tri.dv2),Vec3>(tri.v2)); return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM(ray,context,tri.geomIDs,tri.primIDs)); } }; /*! Intersects M motion blur triangles with K rays. */ template struct TriangleMvMBIntersectorKMoeller { typedef TriangleMvMB Primitive; typedef IntersectorKPrecalculationsMB> Precalculations; /*! Intersects K rays with M triangles. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const TriangleMvMB& tri) { for (size_t i=0; i::max_size(); i++) { if (!tri.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); const Vec3> time(pre.ftime()); const Vec3> v0 = madd(time,broadcast>(tri.dv0,i),broadcast>(tri.v0,i)); const Vec3> v1 = madd(time,broadcast>(tri.dv1,i),broadcast>(tri.v1,i)); const Vec3> v2 = madd(time,broadcast>(tri.dv2,i),broadcast>(tri.v2,i)); pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM(ray,context,tri.geomIDs,tri.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 TriangleMvMB& tri) { vbool valid0 = valid_i; for (size_t i=0; i::max_size(); i++) { if (!tri.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); const Vec3> time(pre.ftime()); const Vec3> v0 = madd(time,broadcast>(tri.dv0,i),broadcast>(tri.v0,i)); const Vec3> v1 = madd(time,broadcast>(tri.dv1,i),broadcast>(tri.v1,i)); const Vec3> v2 = madd(time,broadcast>(tri.dv2,i),broadcast>(tri.v2,i)); pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM(valid0,ray,context,tri.geomIDs,tri.primIDs,i)); if (none(valid0)) 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 TriangleMvMB& tri) { STAT3(normal.trav_prims,1,1,1); const Vec3> time(pre.ftime(k)); const Vec3> v0 = madd(time,Vec3>(tri.dv0),Vec3>(tri.v0)); const Vec3> v1 = madd(time,Vec3>(tri.dv1),Vec3>(tri.v1)); const Vec3> v2 = madd(time,Vec3>(tri.dv2),Vec3>(tri.v2)); pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM(ray,k,context,tri.geomIDs,tri.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 TriangleMvMB& tri) { STAT3(shadow.trav_prims,1,1,1); const Vec3> time(pre.ftime(k)); const Vec3> v0 = madd(time,Vec3>(tri.dv0),Vec3>(tri.v0)); const Vec3> v1 = madd(time,Vec3>(tri.dv1),Vec3>(tri.v1)); const Vec3> v2 = madd(time,Vec3>(tri.dv2),Vec3>(tri.v2)); return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM(ray,k,context,tri.geomIDs,tri.primIDs)); } }; /*! Intersects M motion blur triangles with 1 ray */ template struct TriangleMvMBIntersector1Pluecker { typedef TriangleMvMB Primitive; typedef Intersector1PrecalculationsMB> Precalculations; /*! Intersect a ray with the M triangles and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, Ray& ray, IntersectContext* context, const TriangleMvMB& tri) { STAT3(normal.trav_prims,1,1,1); const Vec3> time(pre.ftime()); const Vec3> v0 = madd(time,Vec3>(tri.dv0),Vec3>(tri.v0)); const Vec3> v1 = madd(time,Vec3>(tri.dv1),Vec3>(tri.v1)); const Vec3> v2 = madd(time,Vec3>(tri.dv2),Vec3>(tri.v2)); pre.intersect(ray,v0,v1,v2,UVIdentity(),Intersect1EpilogM(ray,context,tri.geomIDs,tri.primIDs)); } /*! Test if the ray is occluded by one of M triangles. */ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const TriangleMvMB& tri) { STAT3(shadow.trav_prims,1,1,1); const Vec3> time(pre.ftime()); const Vec3> v0 = madd(time,Vec3>(tri.dv0),Vec3>(tri.v0)); const Vec3> v1 = madd(time,Vec3>(tri.dv1),Vec3>(tri.v1)); const Vec3> v2 = madd(time,Vec3>(tri.dv2),Vec3>(tri.v2)); return pre.intersect(ray,v0,v1,v2,UVIdentity(),Occluded1EpilogM(ray,context,tri.geomIDs,tri.primIDs)); } }; /*! Intersects M motion blur triangles with K rays. */ template struct TriangleMvMBIntersectorKPluecker { typedef TriangleMvMB Primitive; typedef IntersectorKPrecalculationsMB> Precalculations; /*! Intersects K rays with M triangles. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const TriangleMvMB& tri) { for (size_t i=0; i::max_size(); i++) { if (!tri.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); const Vec3> time(pre.ftime()); const Vec3> v0 = madd(time,broadcast>(tri.dv0,i),broadcast>(tri.v0,i)); const Vec3> v1 = madd(time,broadcast>(tri.dv1,i),broadcast>(tri.v1,i)); const Vec3> v2 = madd(time,broadcast>(tri.dv2,i),broadcast>(tri.v2,i)); pre.intersectK(valid_i,ray,v0,v1,v2,UVIdentity(),IntersectKEpilogM(ray,context,tri.geomIDs,tri.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 TriangleMvMB& tri) { vbool valid0 = valid_i; for (size_t i=0; i::max_size(); i++) { if (!tri.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); const Vec3> time(pre.ftime()); const Vec3> v0 = madd(time,broadcast>(tri.dv0,i),broadcast>(tri.v0,i)); const Vec3> v1 = madd(time,broadcast>(tri.dv1,i),broadcast>(tri.v1,i)); const Vec3> v2 = madd(time,broadcast>(tri.dv2,i),broadcast>(tri.v2,i)); pre.intersectK(valid0,ray,v0,v1,v2,UVIdentity(),OccludedKEpilogM(valid0,ray,context,tri.geomIDs,tri.primIDs,i)); if (none(valid0)) 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 TriangleMvMB& tri) { STAT3(normal.trav_prims,1,1,1); const Vec3> time(pre.ftime(k)); const Vec3> v0 = madd(time,Vec3>(tri.dv0),Vec3>(tri.v0)); const Vec3> v1 = madd(time,Vec3>(tri.dv1),Vec3>(tri.v1)); const Vec3> v2 = madd(time,Vec3>(tri.dv2),Vec3>(tri.v2)); pre.intersect(ray,k,v0,v1,v2,UVIdentity(),Intersect1KEpilogM(ray,k,context,tri.geomIDs,tri.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 TriangleMvMB& tri) { STAT3(shadow.trav_prims,1,1,1); const Vec3> time(pre.ftime(k)); const Vec3> v0 = madd(time,Vec3>(tri.dv0),Vec3>(tri.v0)); const Vec3> v1 = madd(time,Vec3>(tri.dv1),Vec3>(tri.v1)); const Vec3> v2 = madd(time,Vec3>(tri.dv2),Vec3>(tri.v2)); return pre.intersect(ray,k,v0,v1,v2,UVIdentity(),Occluded1KEpilogM(ray,k,context,tri.geomIDs,tri.primIDs)); } }; } }