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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 "trianglei_mb.h"
- #include "triangle_intersector_moeller.h"
- #include "triangle_intersector_pluecker.h"
- namespace embree
- {
- namespace isa
- {
- /*! Intersects M motion blur triangles with 1 ray */
- template<int M, int Mx, bool filter>
- struct TriangleMiMBIntersector1Moeller
- {
- typedef TriangleMiMB<M> Primitive;
- typedef Intersector1PrecalculationsMB<MoellerTrumboreIntersector1<Mx>> Precalculations;
-
- /*! Intersect a ray with the M triangles and updates the hit. */
- static __forceinline void intersect(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
- {
- STAT3(normal.trav_prims,1,1,1);
- Vec3<vfloat<M>> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time);
- pre.intersect(ray,v0,v1,v2,/*UVIdentity<Mx>(),*/Intersect1EpilogM<M,Mx,filter>(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 Primitive& tri)
- {
- STAT3(shadow.trav_prims,1,1,1);
- Vec3<vfloat<M>> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time);
- return pre.intersect(ray,v0,v1,v2,/*UVIdentity<Mx>(),*/Occluded1EpilogM<M,Mx,filter>(ray,context,tri.geomIDs,tri.primIDs));
- }
- };
-
- /*! Intersects M motion blur triangles with K rays. */
- template<int M, int Mx, int K, bool filter>
- struct TriangleMiMBIntersectorKMoeller
- {
- typedef TriangleMiMB<M> Primitive;
- typedef IntersectorKPrecalculationsMB<K,MoellerTrumboreIntersectorK<Mx,K>> Precalculations;
-
- /*! Intersects K rays with M triangles. */
- static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const TriangleMiMB<M>& tri)
- {
- for (size_t i=0; i<TriangleMiMB<M>::max_size(); i++)
- {
- if (!tri.valid(i)) break;
- STAT3(normal.trav_prims,1,popcnt(valid_i),K);
- Vec3<vfloat<K>> v0,v1,v2; tri.gather(valid_i,v0,v1,v2,i,context->scene,ray.time);
- pre.intersectK(valid_i,ray,v0,v1,v2,/*UVIdentity<K>(),*/IntersectKEpilogM<M,K,filter>(ray,context,tri.geomIDs,tri.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 TriangleMiMB<M>& tri)
- {
- vbool<K> valid0 = valid_i;
- for (size_t i=0; i<TriangleMiMB<M>::max_size(); i++)
- {
- if (!tri.valid(i)) break;
- STAT3(shadow.trav_prims,1,popcnt(valid0),K);
- Vec3<vfloat<K>> v0,v1,v2; tri.gather(valid_i,v0,v1,v2,i,context->scene,ray.time);
- pre.intersectK(valid0,ray,v0,v1,v2,/*UVIdentity<K>(),*/OccludedKEpilogM<M,K,filter>(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<K>& ray, size_t k, IntersectContext* context, const TriangleMiMB<M>& tri)
- {
- STAT3(normal.trav_prims,1,1,1);
- Vec3<vfloat<M>> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time[k]);
- pre.intersect(ray,k,v0,v1,v2,/*UVIdentity<Mx>(),*/Intersect1KEpilogM<M,Mx,K,filter>(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<K>& ray, size_t k, IntersectContext* context, const TriangleMiMB<M>& tri)
- {
- STAT3(shadow.trav_prims,1,1,1);
- Vec3<vfloat<M>> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time[k]);
- return pre.intersect(ray,k,v0,v1,v2,/*UVIdentity<Mx>(),*/Occluded1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomIDs,tri.primIDs));
- }
- };
- /*! Intersects M motion blur triangles with 1 ray */
- template<int M, int Mx, bool filter>
- struct TriangleMiMBIntersector1Pluecker
- {
- typedef TriangleMiMB<M> Primitive;
- typedef Intersector1PrecalculationsMB<PlueckerIntersector1<Mx>> Precalculations;
-
- /*! Intersect a ray with the M triangles and updates the hit. */
- static __forceinline void intersect(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri)
- {
- STAT3(normal.trav_prims,1,1,1);
- Vec3<vfloat<M>> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time);
- pre.intersect(ray,v0,v1,v2,UVIdentity<Mx>(),Intersect1EpilogM<M,Mx,filter>(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 Primitive& tri)
- {
- STAT3(shadow.trav_prims,1,1,1);
- Vec3<vfloat<M>> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time);
- return pre.intersect(ray,v0,v1,v2,UVIdentity<Mx>(),Occluded1EpilogM<M,Mx,filter>(ray,context,tri.geomIDs,tri.primIDs));
- }
- };
-
- /*! Intersects M motion blur triangles with K rays. */
- template<int M, int Mx, int K, bool filter>
- struct TriangleMiMBIntersectorKPluecker
- {
- typedef TriangleMiMB<M> Primitive;
- typedef IntersectorKPrecalculationsMB<K,PlueckerIntersectorK<Mx,K>> Precalculations;
-
- /*! Intersects K rays with M triangles. */
- static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const TriangleMiMB<M>& tri)
- {
- for (size_t i=0; i<TriangleMiMB<M>::max_size(); i++)
- {
- if (!tri.valid(i)) break;
- STAT3(normal.trav_prims,1,popcnt(valid_i),K);
- Vec3<vfloat<K>> v0,v1,v2; tri.gather(valid_i,v0,v1,v2,i,context->scene,ray.time);
- pre.intersectK(valid_i,ray,v0,v1,v2,UVIdentity<K>(),IntersectKEpilogM<M,K,filter>(ray,context,tri.geomIDs,tri.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 TriangleMiMB<M>& tri)
- {
- vbool<K> valid0 = valid_i;
- for (size_t i=0; i<TriangleMiMB<M>::max_size(); i++)
- {
- if (!tri.valid(i)) break;
- STAT3(shadow.trav_prims,1,popcnt(valid0),K);
- Vec3<vfloat<K>> v0,v1,v2; tri.gather(valid_i,v0,v1,v2,i,context->scene,ray.time);
- pre.intersectK(valid0,ray,v0,v1,v2,UVIdentity<K>(),OccludedKEpilogM<M,K,filter>(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<K>& ray, size_t k, IntersectContext* context, const TriangleMiMB<M>& tri)
- {
- STAT3(normal.trav_prims,1,1,1);
- Vec3<vfloat<M>> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time[k]);
- pre.intersect(ray,k,v0,v1,v2,UVIdentity<Mx>(),Intersect1KEpilogM<M,Mx,K,filter>(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<K>& ray, size_t k, IntersectContext* context, const TriangleMiMB<M>& tri)
- {
- STAT3(shadow.trav_prims,1,1,1);
- Vec3<vfloat<M>> v0,v1,v2; tri.gather(v0,v1,v2,context->scene,ray.time[k]);
- return pre.intersect(ray,k,v0,v1,v2,UVIdentity<Mx>(),Occluded1KEpilogM<M,Mx,K,filter>(ray,k,context,tri.geomIDs,tri.primIDs));
- }
- };
- }
- }
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