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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 "triangle.h"
- #include "intersector_epilog.h"
- namespace embree
- {
- namespace isa
- {
- /*! Intersects M motion blur triangles with 1 ray */
- template<int M, int Mx, bool filter>
- struct TriangleMvMBIntersector1Moeller
- {
- typedef TriangleMvMB<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 TriangleMvMB<M>& tri)
- {
- STAT3(normal.trav_prims,1,1,1);
- const Vec3<vfloat<Mx>> time(pre.ftime());
- const Vec3<vfloat<Mx>> v0 = madd(time,Vec3<vfloat<Mx>>(tri.dv0),Vec3<vfloat<Mx>>(tri.v0));
- const Vec3<vfloat<Mx>> v1 = madd(time,Vec3<vfloat<Mx>>(tri.dv1),Vec3<vfloat<Mx>>(tri.v1));
- const Vec3<vfloat<Mx>> v2 = madd(time,Vec3<vfloat<Mx>>(tri.dv2),Vec3<vfloat<Mx>>(tri.v2));
- pre.intersect(ray,v0,v1,v2,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 TriangleMvMB<M>& tri)
- {
- STAT3(shadow.trav_prims,1,1,1);
- const Vec3<vfloat<Mx>> time(pre.ftime());
- const Vec3<vfloat<Mx>> v0 = madd(time,Vec3<vfloat<Mx>>(tri.dv0),Vec3<vfloat<Mx>>(tri.v0));
- const Vec3<vfloat<Mx>> v1 = madd(time,Vec3<vfloat<Mx>>(tri.dv1),Vec3<vfloat<Mx>>(tri.v1));
- const Vec3<vfloat<Mx>> v2 = madd(time,Vec3<vfloat<Mx>>(tri.dv2),Vec3<vfloat<Mx>>(tri.v2));
- return pre.intersect(ray,v0,v1,v2,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 TriangleMvMBIntersectorKMoeller
- {
- typedef TriangleMvMB<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 TriangleMvMB<M>& tri)
- {
- for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
- {
- if (!tri.valid(i)) break;
- STAT3(normal.trav_prims,1,popcnt(valid_i),K);
- const Vec3<vfloat<K>> time(pre.ftime());
- const Vec3<vfloat<K>> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
- const Vec3<vfloat<K>> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
- const Vec3<vfloat<K>> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
- pre.intersectK(valid_i,ray,v0,v1,v2,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 TriangleMvMB<M>& tri)
- {
- vbool<K> valid0 = valid_i;
-
- for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
- {
- if (!tri.valid(i)) break;
- STAT3(shadow.trav_prims,1,popcnt(valid0),K);
- const Vec3<vfloat<K>> time(pre.ftime());
- const Vec3<vfloat<K>> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
- const Vec3<vfloat<K>> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
- const Vec3<vfloat<K>> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
- pre.intersectK(valid0,ray,v0,v1,v2,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 TriangleMvMB<M>& tri)
- {
- STAT3(normal.trav_prims,1,1,1);
- const Vec3<vfloat<Mx>> time(pre.ftime(k));
- const Vec3<vfloat<Mx>> v0 = madd(time,Vec3<vfloat<Mx>>(tri.dv0),Vec3<vfloat<Mx>>(tri.v0));
- const Vec3<vfloat<Mx>> v1 = madd(time,Vec3<vfloat<Mx>>(tri.dv1),Vec3<vfloat<Mx>>(tri.v1));
- const Vec3<vfloat<Mx>> v2 = madd(time,Vec3<vfloat<Mx>>(tri.dv2),Vec3<vfloat<Mx>>(tri.v2));
- pre.intersect(ray,k,v0,v1,v2,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 TriangleMvMB<M>& tri)
- {
- STAT3(shadow.trav_prims,1,1,1);
- const Vec3<vfloat<Mx>> time(pre.ftime(k));
- const Vec3<vfloat<Mx>> v0 = madd(time,Vec3<vfloat<Mx>>(tri.dv0),Vec3<vfloat<Mx>>(tri.v0));
- const Vec3<vfloat<Mx>> v1 = madd(time,Vec3<vfloat<Mx>>(tri.dv1),Vec3<vfloat<Mx>>(tri.v1));
- const Vec3<vfloat<Mx>> v2 = madd(time,Vec3<vfloat<Mx>>(tri.dv2),Vec3<vfloat<Mx>>(tri.v2));
- return pre.intersect(ray,k,v0,v1,v2,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 TriangleMvMBIntersector1Pluecker
- {
- typedef TriangleMvMB<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 TriangleMvMB<M>& tri)
- {
- STAT3(normal.trav_prims,1,1,1);
- const Vec3<vfloat<Mx>> time(pre.ftime());
- const Vec3<vfloat<Mx>> v0 = madd(time,Vec3<vfloat<Mx>>(tri.dv0),Vec3<vfloat<Mx>>(tri.v0));
- const Vec3<vfloat<Mx>> v1 = madd(time,Vec3<vfloat<Mx>>(tri.dv1),Vec3<vfloat<Mx>>(tri.v1));
- const Vec3<vfloat<Mx>> v2 = madd(time,Vec3<vfloat<Mx>>(tri.dv2),Vec3<vfloat<Mx>>(tri.v2));
- 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 TriangleMvMB<M>& tri)
- {
- STAT3(shadow.trav_prims,1,1,1);
- const Vec3<vfloat<Mx>> time(pre.ftime());
- const Vec3<vfloat<Mx>> v0 = madd(time,Vec3<vfloat<Mx>>(tri.dv0),Vec3<vfloat<Mx>>(tri.v0));
- const Vec3<vfloat<Mx>> v1 = madd(time,Vec3<vfloat<Mx>>(tri.dv1),Vec3<vfloat<Mx>>(tri.v1));
- const Vec3<vfloat<Mx>> v2 = madd(time,Vec3<vfloat<Mx>>(tri.dv2),Vec3<vfloat<Mx>>(tri.v2));
- 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 TriangleMvMBIntersectorKPluecker
- {
- typedef TriangleMvMB<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 TriangleMvMB<M>& tri)
- {
- for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
- {
- if (!tri.valid(i)) break;
- STAT3(normal.trav_prims,1,popcnt(valid_i),K);
- const Vec3<vfloat<K>> time(pre.ftime());
- const Vec3<vfloat<K>> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
- const Vec3<vfloat<K>> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
- const Vec3<vfloat<K>> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
- 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 TriangleMvMB<M>& tri)
- {
- vbool<K> valid0 = valid_i;
-
- for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
- {
- if (!tri.valid(i)) break;
- STAT3(shadow.trav_prims,1,popcnt(valid0),K);
- const Vec3<vfloat<K>> time(pre.ftime());
- const Vec3<vfloat<K>> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
- const Vec3<vfloat<K>> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
- const Vec3<vfloat<K>> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
- 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 TriangleMvMB<M>& tri)
- {
- STAT3(normal.trav_prims,1,1,1);
- const Vec3<vfloat<Mx>> time(pre.ftime(k));
- const Vec3<vfloat<Mx>> v0 = madd(time,Vec3<vfloat<Mx>>(tri.dv0),Vec3<vfloat<Mx>>(tri.v0));
- const Vec3<vfloat<Mx>> v1 = madd(time,Vec3<vfloat<Mx>>(tri.dv1),Vec3<vfloat<Mx>>(tri.v1));
- const Vec3<vfloat<Mx>> v2 = madd(time,Vec3<vfloat<Mx>>(tri.dv2),Vec3<vfloat<Mx>>(tri.v2));
- 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 TriangleMvMB<M>& tri)
- {
- STAT3(shadow.trav_prims,1,1,1);
- const Vec3<vfloat<Mx>> time(pre.ftime(k));
- const Vec3<vfloat<Mx>> v0 = madd(time,Vec3<vfloat<Mx>>(tri.dv0),Vec3<vfloat<Mx>>(tri.v0));
- const Vec3<vfloat<Mx>> v1 = madd(time,Vec3<vfloat<Mx>>(tri.dv1),Vec3<vfloat<Mx>>(tri.v1));
- const Vec3<vfloat<Mx>> v2 = madd(time,Vec3<vfloat<Mx>>(tri.dv2),Vec3<vfloat<Mx>>(tri.v2));
- 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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