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- // ======================================================================== //
- // 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<int M, bool filter>
- struct QuadMiIntersector1Moeller
- {
- typedef QuadMi<M> Primitive;
- typedef Intersector1Precalculations<QuadMIntersector1MoellerTrumbore<M,filter>> 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<vfloat<M>> 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<vfloat<M>> 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; n<num; n++)
- intersect(pre[i],*rays[i],context,prim[n]);
- valid_isec |= (rays[i]->tfar < old_far) ? ((size_t)1 << i) : 0;
- } while(unlikely(valid));
- return valid_isec;
- }
- };
- /*! Intersects M triangles with K rays. */
- template<int M, int K, bool filter>
- struct QuadMiIntersectorKMoeller
- {
- typedef QuadMi<M> Primitive;
- typedef IntersectorKPrecalculations<K,QuadMIntersectorKMoellerTrumbore<M,K,filter>> Precalculations;
-
- /*! Intersects K rays with M triangles. */
- static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
- {
- Scene* scene = context->scene;
- for (size_t i=0; i<QuadMi<M>::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<vfloat<K>> p0(_p0.x,_p0.y,_p0.z);
- const Vec3<vfloat<K>> p1(_p1.x,_p1.y,_p1.z);
- const Vec3<vfloat<K>> p2(_p2.x,_p2.y,_p2.z);
- const Vec3<vfloat<K>> p3(_p3.x,_p3.y,_p3.z);
- pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomIDs,quad.primIDs,i));
- }
- }
-
- /*! Test for K rays if they are occluded by any of the M triangles. */
- static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
- {
- Scene* scene = context->scene;
- vbool<K> valid0 = valid_i;
- for (size_t i=0; i<QuadMi<M>::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<vfloat<K>> p0(_p0.x,_p0.y,_p0.z);
- const Vec3<vfloat<K>> p1(_p1.x,_p1.y,_p1.z);
- const Vec3<vfloat<K>> p2(_p2.x,_p2.y,_p2.z);
- const Vec3<vfloat<K>> p3(_p3.x,_p3.y,_p3.z);
- if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(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<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& 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<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& 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<int M, bool filter>
- struct QuadMiIntersector1Pluecker
- {
- typedef QuadMi<M> Primitive;
- typedef Intersector1Precalculations<QuadMIntersector1Pluecker<M,filter>> 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<vfloat<M>> 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<vfloat<M>> 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; n<num; n++)
- intersect(pre[i],*rays[i],context,prim[n]);
- valid_isec |= (rays[i]->tfar < old_far) ? ((size_t)1 << i) : 0;
- } while(unlikely(valid));
- return valid_isec;
- }
- };
- /*! Intersects M triangles with K rays. */
- template<int M, int K, bool filter>
- struct QuadMiIntersectorKPluecker
- {
- typedef QuadMi<M> Primitive;
- typedef IntersectorKPrecalculations<K,QuadMIntersectorKPluecker<M,K,filter>> Precalculations;
-
- /*! Intersects K rays with M triangles. */
- static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
- {
- Scene* scene = context->scene;
- for (size_t i=0; i<QuadMi<M>::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<vfloat<K>> p0(_p0.x,_p0.y,_p0.z);
- const Vec3<vfloat<K>> p1(_p1.x,_p1.y,_p1.z);
- const Vec3<vfloat<K>> p2(_p2.x,_p2.y,_p2.z);
- const Vec3<vfloat<K>> p3(_p3.x,_p3.y,_p3.z);
- pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomIDs,quad.primIDs,i));
- }
- }
-
- /*! Test for K rays if they are occluded by any of the M triangles. */
- static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad)
- {
- Scene* scene = context->scene;
- vbool<K> valid0 = valid_i;
- for (size_t i=0; i<QuadMi<M>::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<vfloat<K>> p0(_p0.x,_p0.y,_p0.z);
- const Vec3<vfloat<K>> p1(_p1.x,_p1.y,_p1.z);
- const Vec3<vfloat<K>> p2(_p2.x,_p2.y,_p2.z);
- const Vec3<vfloat<K>> p3(_p3.x,_p3.y,_p3.z);
- if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(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<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& 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<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& 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);
- }
- };
- }
- }
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