trianglei_intersector.h 11 KB

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  1. // ======================================================================== //
  2. // Copyright 2009-2017 Intel Corporation //
  3. // //
  4. // Licensed under the Apache License, Version 2.0 (the "License"); //
  5. // you may not use this file except in compliance with the License. //
  6. // You may obtain a copy of the License at //
  7. // //
  8. // http://www.apache.org/licenses/LICENSE-2.0 //
  9. // //
  10. // Unless required by applicable law or agreed to in writing, software //
  11. // distributed under the License is distributed on an "AS IS" BASIS, //
  12. // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. //
  13. // See the License for the specific language governing permissions and //
  14. // limitations under the License. //
  15. // ======================================================================== //
  16. #pragma once
  17. #include "trianglei.h"
  18. #include "triangle_intersector_moeller.h"
  19. #include "triangle_intersector_pluecker.h"
  20. namespace embree
  21. {
  22. namespace isa
  23. {
  24. /*! Intersects M triangles with 1 ray */
  25. template<int M, int Mx, bool filter>
  26. struct TriangleMiIntersector1Moeller
  27. {
  28. typedef TriangleMi<M> Primitive;
  29. typedef Intersector1Precalculations<MoellerTrumboreIntersector1<Mx>> Precalculations;
  30. static __forceinline void intersect(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
  31. {
  32. STAT3(normal.trav_prims,1,1,1);
  33. Vec3<vfloat<M>> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
  34. pre.intersect(ray,v0,v1,v2,/*UVIdentity<Mx>(),*/Intersect1EpilogM<M,Mx,filter>(ray,context,tri.geomIDs,tri.primIDs));
  35. }
  36. static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
  37. {
  38. STAT3(shadow.trav_prims,1,1,1);
  39. Vec3<vfloat<M>> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
  40. return pre.intersect(ray,v0,v1,v2,/*UVIdentity<Mx>(),*/Occluded1EpilogM<M,Mx,filter>(ray,context,tri.geomIDs,tri.primIDs));
  41. }
  42. /*! Intersect an array of rays with an array of M primitives. */
  43. static __forceinline size_t intersect(Precalculations* pre, size_t valid, Ray** rays, IntersectContext* context, size_t ty, const Primitive* prim, size_t num)
  44. {
  45. size_t valid_isec = 0;
  46. do {
  47. const size_t i = __bscf(valid);
  48. const float old_far = rays[i]->tfar;
  49. for (size_t n=0; n<num; n++)
  50. intersect(pre[i],*rays[i],context,prim[n]);
  51. valid_isec |= (rays[i]->tfar < old_far) ? ((size_t)1 << i) : 0;
  52. } while(unlikely(valid));
  53. return valid_isec;
  54. }
  55. };
  56. /*! Intersects M triangles with K rays */
  57. template<int M, int Mx, int K, bool filter>
  58. struct TriangleMiIntersectorKMoeller
  59. {
  60. typedef TriangleMi<M> Primitive;
  61. typedef IntersectorKPrecalculations<K,MoellerTrumboreIntersectorK<Mx,K>> Precalculations;
  62. static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive& tri)
  63. {
  64. for (size_t i=0; i<Primitive::max_size(); i++)
  65. {
  66. if (!tri.valid(i)) break;
  67. STAT3(normal.trav_prims,1,popcnt(valid_i),RayK<K>::size());
  68. const Vec3f& p0 = *(const Vec3f*) context->scene->get<TriangleMesh>(tri.geomID(i))->vertexPtr(tri.v0[i]);
  69. const Vec3f& p1 = *(Vec3f*)((int*)&p0 + tri.v1[i]);
  70. const Vec3f& p2 = *(Vec3f*)((int*)&p0 + tri.v2[i]);
  71. const Vec3<vfloat<K>> v0 = Vec3<vfloat<K>>(p0);
  72. const Vec3<vfloat<K>> v1 = Vec3<vfloat<K>>(p1);
  73. const Vec3<vfloat<K>> v2 = Vec3<vfloat<K>>(p2);
  74. pre.intersectK(valid_i,ray,v0,v1,v2,/*UVIdentity<K>(),*/IntersectKEpilogM<M,K,filter>(ray,context,tri.geomIDs,tri.primIDs,i));
  75. }
  76. }
  77. static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive& tri)
  78. {
  79. vbool<K> valid0 = valid_i;
  80. for (size_t i=0; i<Primitive::max_size(); i++)
  81. {
  82. if (!tri.valid(i)) break;
  83. STAT3(shadow.trav_prims,1,popcnt(valid_i),RayK<K>::size());
  84. const Vec3f& p0 = *(const Vec3f*) context->scene->get<TriangleMesh>(tri.geomID(i))->vertexPtr(tri.v0[i]);
  85. const Vec3f& p1 = *(Vec3f*)((int*)&p0 + tri.v1[i]);
  86. const Vec3f& p2 = *(Vec3f*)((int*)&p0 + tri.v2[i]);
  87. const Vec3<vfloat<K>> v0 = Vec3<vfloat<K>>(p0);
  88. const Vec3<vfloat<K>> v1 = Vec3<vfloat<K>>(p1);
  89. const Vec3<vfloat<K>> v2 = Vec3<vfloat<K>>(p2);
  90. pre.intersectK(valid0,ray,v0,v1,v2,/*UVIdentity<K>(),*/OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomIDs,tri.primIDs,i));
  91. if (none(valid0)) break;
  92. }
  93. return !valid0;
  94. }
  95. static __forceinline void intersect(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
  96. {
  97. STAT3(normal.trav_prims,1,1,1);
  98. Vec3<vfloat<M>> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
  99. pre.intersect(ray,k,v0,v1,v2,/*UVIdentity<Mx>(),*/Intersect1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomIDs,tri.primIDs));
  100. }
  101. static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
  102. {
  103. STAT3(shadow.trav_prims,1,1,1);
  104. Vec3<vfloat<M>> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
  105. return pre.intersect(ray,k,v0,v1,v2,/*UVIdentity<Mx>(),*/Occluded1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomIDs,tri.primIDs));
  106. }
  107. };
  108. /*! Intersects M triangles with 1 ray */
  109. template<int M, int Mx, bool filter>
  110. struct TriangleMiIntersector1Pluecker
  111. {
  112. typedef TriangleMi<M> Primitive;
  113. typedef Intersector1Precalculations<PlueckerIntersector1<Mx>> Precalculations;
  114. static __forceinline void intersect(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
  115. {
  116. STAT3(normal.trav_prims,1,1,1);
  117. Vec3<vfloat<M>> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
  118. pre.intersect(ray,v0,v1,v2,UVIdentity<Mx>(),Intersect1EpilogM<M,Mx,filter>(ray,context,tri.geomIDs,tri.primIDs));
  119. }
  120. static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
  121. {
  122. STAT3(shadow.trav_prims,1,1,1);
  123. Vec3<vfloat<M>> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
  124. return pre.intersect(ray,v0,v1,v2,UVIdentity<Mx>(),Occluded1EpilogM<M,Mx,filter>(ray,context,tri.geomIDs,tri.primIDs));
  125. }
  126. /*! Intersect an array of rays with an array of M primitives. */
  127. static __forceinline size_t intersect(Precalculations* pre, size_t valid, Ray** rays, IntersectContext* context, size_t ty, const Primitive* prim, size_t num)
  128. {
  129. size_t valid_isec = 0;
  130. do {
  131. const size_t i = __bscf(valid);
  132. const float old_far = rays[i]->tfar;
  133. for (size_t n=0; n<num; n++)
  134. intersect(pre[i],*rays[i],context,prim[n]);
  135. valid_isec |= (rays[i]->tfar < old_far) ? ((size_t)1 << i) : 0;
  136. } while(unlikely(valid));
  137. return valid_isec;
  138. }
  139. };
  140. /*! Intersects M triangles with K rays */
  141. template<int M, int Mx, int K, bool filter>
  142. struct TriangleMiIntersectorKPluecker
  143. {
  144. typedef TriangleMi<M> Primitive;
  145. typedef IntersectorKPrecalculations<K,PlueckerIntersectorK<Mx,K>> Precalculations;
  146. static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive& tri)
  147. {
  148. for (size_t i=0; i<Primitive::max_size(); i++)
  149. {
  150. if (!tri.valid(i)) break;
  151. STAT3(normal.trav_prims,1,popcnt(valid_i),RayK<K>::size());
  152. const Vec3f& p0 = *(const Vec3f*) context->scene->get<TriangleMesh>(tri.geomID(i))->vertexPtr(tri.v0[i]);
  153. const Vec3f& p1 = *(Vec3f*)((int*)&p0 + tri.v1[i]);
  154. const Vec3f& p2 = *(Vec3f*)((int*)&p0 + tri.v2[i]);
  155. const Vec3<vfloat<K>> v0 = Vec3<vfloat<K>>(p0);
  156. const Vec3<vfloat<K>> v1 = Vec3<vfloat<K>>(p1);
  157. const Vec3<vfloat<K>> v2 = Vec3<vfloat<K>>(p2);
  158. pre.intersectK(valid_i,ray,v0,v1,v2,UVIdentity<K>(),IntersectKEpilogM<M,K,filter>(ray,context,tri.geomIDs,tri.primIDs,i));
  159. }
  160. }
  161. static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive& tri)
  162. {
  163. vbool<K> valid0 = valid_i;
  164. for (size_t i=0; i<Primitive::max_size(); i++)
  165. {
  166. if (!tri.valid(i)) break;
  167. STAT3(shadow.trav_prims,1,popcnt(valid_i),RayK<K>::size());
  168. const Vec3f& p0 = *(const Vec3f*) context->scene->get<TriangleMesh>(tri.geomID(i))->vertexPtr(tri.v0[i]);
  169. const Vec3f& p1 = *(Vec3f*)((int*)&p0 + tri.v1[i]);
  170. const Vec3f& p2 = *(Vec3f*)((int*)&p0 + tri.v2[i]);
  171. const Vec3<vfloat<K>> v0 = Vec3<vfloat<K>>(p0);
  172. const Vec3<vfloat<K>> v1 = Vec3<vfloat<K>>(p1);
  173. const Vec3<vfloat<K>> v2 = Vec3<vfloat<K>>(p2);
  174. pre.intersectK(valid0,ray,v0,v1,v2,UVIdentity<K>(),OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomIDs,tri.primIDs,i));
  175. if (none(valid0)) break;
  176. }
  177. return !valid0;
  178. }
  179. static __forceinline void intersect(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
  180. {
  181. STAT3(normal.trav_prims,1,1,1);
  182. Vec3<vfloat<M>> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
  183. pre.intersect(ray,k,v0,v1,v2,UVIdentity<Mx>(),Intersect1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomIDs,tri.primIDs));
  184. }
  185. static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri)
  186. {
  187. STAT3(shadow.trav_prims,1,1,1);
  188. Vec3<vfloat<M>> v0, v1, v2; tri.gather(v0,v1,v2,context->scene);
  189. return pre.intersect(ray,k,v0,v1,v2,UVIdentity<Mx>(),Occluded1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomIDs,tri.primIDs));
  190. }
  191. };
  192. }
  193. }