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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/embree/kernels/geometry/curveNi_mb_intersector.h
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// Copyright 2009-2021 Intel Corporation
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// SPDX-License-Identifier: Apache-2.0
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#pragma once
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#include "curveNi_mb.h"
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#include "../subdiv/linear_bezier_patch.h"
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#include "roundline_intersector.h"
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#include "coneline_intersector.h"
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#include "curve_intersector_ribbon.h"
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#include "curve_intersector_oriented.h"
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#include "curve_intersector_sweep.h"
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namespace embree
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{
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namespace isa
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{
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template<int M>
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struct CurveNiMBIntersector1
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{
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typedef CurveNiMB<M> Primitive;
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typedef Vec3vf<M> Vec3vfM;
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typedef LinearSpace3<Vec3vfM>LinearSpace3vfM;
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typedef CurvePrecalculations1 Precalculations;
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static __forceinline vbool<M> intersect(Ray& ray, const Primitive& prim, vfloat<M>& tNear_o)
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{
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const size_t N = prim.N;
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#if __SYCL_DEVICE_ONLY__
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const Vec3f offset = *prim.offset(N);
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const float scale = *prim.scale(N);
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#else
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const vfloat4 offset_scale = vfloat4::loadu(prim.offset(N));
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const Vec3fa offset = Vec3fa(offset_scale);
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const Vec3fa scale = Vec3fa(shuffle<3,3,3,3>(offset_scale));
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#endif
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const Vec3fa org1 = (ray.org-offset)*scale;
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const Vec3fa dir1 = ray.dir*scale;
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const LinearSpace3vfM space(vfloat<M>::load(prim.bounds_vx_x(N)), vfloat<M>::load(prim.bounds_vx_y(N)), vfloat<M>::load(prim.bounds_vx_z(N)),
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vfloat<M>::load(prim.bounds_vy_x(N)), vfloat<M>::load(prim.bounds_vy_y(N)), vfloat<M>::load(prim.bounds_vy_z(N)),
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vfloat<M>::load(prim.bounds_vz_x(N)), vfloat<M>::load(prim.bounds_vz_y(N)), vfloat<M>::load(prim.bounds_vz_z(N)));
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const Vec3vfM dir2 = xfmVector(space,Vec3vfM(dir1));
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const Vec3vfM org2 = xfmPoint (space,Vec3vfM(org1));
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const Vec3vfM rcp_dir2 = rcp_safe(dir2);
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const vfloat<M> ltime = (ray.time()-prim.time_offset(N))*prim.time_scale(N);
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const vfloat<M> vx_lower0 = vfloat<M>::load(prim.bounds_vx_lower0(N));
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const vfloat<M> vx_lower1 = vfloat<M>::load(prim.bounds_vx_lower1(N));
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const vfloat<M> vx_lower = madd(ltime,vx_lower1-vx_lower0,vx_lower0);
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const vfloat<M> vx_upper0 = vfloat<M>::load(prim.bounds_vx_upper0(N));
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const vfloat<M> vx_upper1 = vfloat<M>::load(prim.bounds_vx_upper1(N));
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const vfloat<M> vx_upper = madd(ltime,vx_upper1-vx_upper0,vx_upper0);
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const vfloat<M> vy_lower0 = vfloat<M>::load(prim.bounds_vy_lower0(N));
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const vfloat<M> vy_lower1 = vfloat<M>::load(prim.bounds_vy_lower1(N));
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const vfloat<M> vy_lower = madd(ltime,vy_lower1-vy_lower0,vy_lower0);
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const vfloat<M> vy_upper0 = vfloat<M>::load(prim.bounds_vy_upper0(N));
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const vfloat<M> vy_upper1 = vfloat<M>::load(prim.bounds_vy_upper1(N));
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const vfloat<M> vy_upper = madd(ltime,vy_upper1-vy_upper0,vy_upper0);
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const vfloat<M> vz_lower0 = vfloat<M>::load(prim.bounds_vz_lower0(N));
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const vfloat<M> vz_lower1 = vfloat<M>::load(prim.bounds_vz_lower1(N));
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const vfloat<M> vz_lower = madd(ltime,vz_lower1-vz_lower0,vz_lower0);
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const vfloat<M> vz_upper0 = vfloat<M>::load(prim.bounds_vz_upper0(N));
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const vfloat<M> vz_upper1 = vfloat<M>::load(prim.bounds_vz_upper1(N));
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const vfloat<M> vz_upper = madd(ltime,vz_upper1-vz_upper0,vz_upper0);
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const vfloat<M> t_lower_x = (vx_lower-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
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const vfloat<M> t_upper_x = (vx_upper-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
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const vfloat<M> t_lower_y = (vy_lower-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
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const vfloat<M> t_upper_y = (vy_upper-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
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const vfloat<M> t_lower_z = (vz_lower-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
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const vfloat<M> t_upper_z = (vz_upper-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
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const vfloat<M> round_up (1.0f+3.0f*float(ulp));
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const vfloat<M> round_down(1.0f-3.0f*float(ulp));
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const vfloat<M> tNear = round_down*max(mini(t_lower_x,t_upper_x),mini(t_lower_y,t_upper_y),mini(t_lower_z,t_upper_z),vfloat<M>(ray.tnear()));
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const vfloat<M> tFar = round_up *min(maxi(t_lower_x,t_upper_x),maxi(t_lower_y,t_upper_y),maxi(t_lower_z,t_upper_z),vfloat<M>(ray.tfar));
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tNear_o = tNear;
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return (vint<M>(step) < vint<M>(prim.N)) & (tNear <= tFar);
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_t(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time());
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Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_t(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time());
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if (Intersector().intersect(pre,ray,context,geom,primID,a0,a1,a2,a3,Epilog(ray,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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return false;
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_n(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray.org, primID,ray.time());
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Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_n(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray.org, primID,ray.time());
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if (Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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return false;
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_h(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time());
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Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,Epilog(ray,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_h(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time());
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if (Intersector().intersect(pre,ray,context,geom,primID,p0,t0,p1,t1,Epilog(ray,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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return false;
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_hn(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray.org, primID,ray.time());
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Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_hn(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray.org, primID,ray.time());
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if (Intersector().intersect(pre,ray,context,geom,primID,curve,Epilog(ray,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar));
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}
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return false;
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}
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};
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template<int M, int K>
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struct CurveNiMBIntersectorK
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{
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typedef CurveNiMB<M> Primitive;
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typedef Vec3vf<M> Vec3vfM;
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typedef LinearSpace3<Vec3vfM>LinearSpace3vfM;
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typedef CurvePrecalculationsK<K> Precalculations;
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static __forceinline vbool<M> intersect(RayK<K>& ray, const size_t k, const Primitive& prim, vfloat<M>& tNear_o)
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{
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const size_t N = prim.N;
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#if __SYCL_DEVICE_ONLY__
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const Vec3f offset = *prim.offset(N);
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const float scale = *prim.scale(N);
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#else
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const vfloat4 offset_scale = vfloat4::loadu(prim.offset(N));
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const Vec3fa offset = Vec3fa(offset_scale);
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const Vec3fa scale = Vec3fa(shuffle<3,3,3,3>(offset_scale));
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#endif
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const Vec3fa ray_org(ray.org.x[k],ray.org.y[k],ray.org.z[k]);
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const Vec3fa ray_dir(ray.dir.x[k],ray.dir.y[k],ray.dir.z[k]);
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const Vec3fa org1 = (ray_org-offset)*scale;
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const Vec3fa dir1 = ray_dir*scale;
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const LinearSpace3vfM space(vfloat<M>::load(prim.bounds_vx_x(N)), vfloat<M>::load(prim.bounds_vx_y(N)), vfloat<M>::load(prim.bounds_vx_z(N)),
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vfloat<M>::load(prim.bounds_vy_x(N)), vfloat<M>::load(prim.bounds_vy_y(N)), vfloat<M>::load(prim.bounds_vy_z(N)),
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vfloat<M>::load(prim.bounds_vz_x(N)), vfloat<M>::load(prim.bounds_vz_y(N)), vfloat<M>::load(prim.bounds_vz_z(N)));
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const Vec3vfM dir2 = xfmVector(space,Vec3vfM(dir1));
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const Vec3vfM org2 = xfmPoint (space,Vec3vfM(org1));
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const Vec3vfM rcp_dir2 = rcp_safe(dir2);
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const vfloat<M> ltime = (ray.time()[k]-prim.time_offset(N))*prim.time_scale(N);
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const vfloat<M> vx_lower0 = vfloat<M>::load(prim.bounds_vx_lower0(N));
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const vfloat<M> vx_lower1 = vfloat<M>::load(prim.bounds_vx_lower1(N));
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const vfloat<M> vx_lower = madd(ltime,vx_lower1-vx_lower0,vx_lower0);
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const vfloat<M> vx_upper0 = vfloat<M>::load(prim.bounds_vx_upper0(N));
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const vfloat<M> vx_upper1 = vfloat<M>::load(prim.bounds_vx_upper1(N));
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const vfloat<M> vx_upper = madd(ltime,vx_upper1-vx_upper0,vx_upper0);
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const vfloat<M> vy_lower0 = vfloat<M>::load(prim.bounds_vy_lower0(N));
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const vfloat<M> vy_lower1 = vfloat<M>::load(prim.bounds_vy_lower1(N));
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const vfloat<M> vy_lower = madd(ltime,vy_lower1-vy_lower0,vy_lower0);
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const vfloat<M> vy_upper0 = vfloat<M>::load(prim.bounds_vy_upper0(N));
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const vfloat<M> vy_upper1 = vfloat<M>::load(prim.bounds_vy_upper1(N));
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const vfloat<M> vy_upper = madd(ltime,vy_upper1-vy_upper0,vy_upper0);
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const vfloat<M> vz_lower0 = vfloat<M>::load(prim.bounds_vz_lower0(N));
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const vfloat<M> vz_lower1 = vfloat<M>::load(prim.bounds_vz_lower1(N));
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const vfloat<M> vz_lower = madd(ltime,vz_lower1-vz_lower0,vz_lower0);
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const vfloat<M> vz_upper0 = vfloat<M>::load(prim.bounds_vz_upper0(N));
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const vfloat<M> vz_upper1 = vfloat<M>::load(prim.bounds_vz_upper1(N));
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const vfloat<M> vz_upper = madd(ltime,vz_upper1-vz_upper0,vz_upper0);
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const vfloat<M> t_lower_x = (vx_lower-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
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const vfloat<M> t_upper_x = (vx_upper-vfloat<M>(org2.x))*vfloat<M>(rcp_dir2.x);
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const vfloat<M> t_lower_y = (vy_lower-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
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const vfloat<M> t_upper_y = (vy_upper-vfloat<M>(org2.y))*vfloat<M>(rcp_dir2.y);
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const vfloat<M> t_lower_z = (vz_lower-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
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const vfloat<M> t_upper_z = (vz_upper-vfloat<M>(org2.z))*vfloat<M>(rcp_dir2.z);
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const vfloat<M> round_up (1.0f+3.0f*float(ulp));
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const vfloat<M> round_down(1.0f-3.0f*float(ulp));
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const vfloat<M> tNear = round_down*max(mini(t_lower_x,t_upper_x),mini(t_lower_y,t_upper_y),mini(t_lower_z,t_upper_z),vfloat<M>(ray.tnear()[k]));
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const vfloat<M> tFar = round_up *min(maxi(t_lower_x,t_upper_x),maxi(t_lower_y,t_upper_y),maxi(t_lower_z,t_upper_z),vfloat<M>(ray.tfar[k]));
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tNear_o = tNear;
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return (vint<M>(step) < vint<M>(prim.N)) & (tNear <= tFar);
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_t(Precalculations& pre, RayHitK<K>& ray, const size_t k, RayQueryContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,k,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(normal.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time()[k]);
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Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID));
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mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
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}
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}
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template<typename Intersector, typename Epilog>
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static __forceinline bool occluded_t(Precalculations& pre, RayK<K>& ray, const size_t k, RayQueryContext* context, const Primitive& prim)
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{
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vfloat<M> tNear;
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vbool<M> valid = intersect(ray,k,prim,tNear);
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const size_t N = prim.N;
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size_t mask = movemask(valid);
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while (mask)
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{
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const size_t i = bscf(mask);
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STAT3(shadow.trav_prims,1,1,1);
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const unsigned int geomID = prim.geomID(N);
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const unsigned int primID = prim.primID(N)[i];
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const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
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Vec3ff a0,a1,a2,a3; geom->gather(a0,a1,a2,a3,geom->curve(primID),ray.time()[k]);
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if (Intersector().intersect(pre,ray,k,context,geom,primID,a0,a1,a2,a3,Epilog(ray,k,context,geomID,primID)))
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return true;
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mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
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}
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return false;
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}
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template<typename Intersector, typename Epilog>
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static __forceinline void intersect_n(Precalculations& pre, RayHitK<K>& ray, const size_t k, RayQueryContext* context, const Primitive& prim)
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{
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391
vfloat<M> tNear;
392
vbool<M> valid = intersect(ray,k,prim,tNear);
393
394
const size_t N = prim.N;
395
size_t mask = movemask(valid);
396
while (mask)
397
{
398
const size_t i = bscf(mask);
399
STAT3(normal.trav_prims,1,1,1);
400
const unsigned int geomID = prim.geomID(N);
401
const unsigned int primID = prim.primID(N)[i];
402
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
403
const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
404
const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray_org, primID,ray.time()[k]);
405
Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID));
406
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
407
}
408
}
409
410
template<typename Intersector, typename Epilog>
411
static __forceinline bool occluded_n(Precalculations& pre, RayK<K>& ray, const size_t k, RayQueryContext* context, const Primitive& prim)
412
{
413
vfloat<M> tNear;
414
vbool<M> valid = intersect(ray,k,prim,tNear);
415
416
const size_t N = prim.N;
417
size_t mask = movemask(valid);
418
while (mask)
419
{
420
const size_t i = bscf(mask);
421
STAT3(shadow.trav_prims,1,1,1);
422
const unsigned int geomID = prim.geomID(N);
423
const unsigned int primID = prim.primID(N)[i];
424
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
425
const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
426
const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray_org, primID,ray.time()[k]);
427
428
if (Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID)))
429
return true;
430
431
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
432
}
433
return false;
434
}
435
436
template<typename Intersector, typename Epilog>
437
static __forceinline void intersect_h(Precalculations& pre, RayHitK<K>& ray, const size_t k, RayQueryContext* context, const Primitive& prim)
438
{
439
440
vfloat<M> tNear;
441
vbool<M> valid = intersect(ray,k,prim,tNear);
442
443
const size_t N = prim.N;
444
size_t mask = movemask(valid);
445
while (mask)
446
{
447
const size_t i = bscf(mask);
448
STAT3(normal.trav_prims,1,1,1);
449
const unsigned int geomID = prim.geomID(N);
450
const unsigned int primID = prim.primID(N)[i];
451
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
452
Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time()[k]);
453
Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,Epilog(ray,k,context,geomID,primID));
454
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
455
}
456
}
457
458
template<typename Intersector, typename Epilog>
459
static __forceinline bool occluded_h(Precalculations& pre, RayK<K>& ray, const size_t k, RayQueryContext* context, const Primitive& prim)
460
{
461
vfloat<M> tNear;
462
vbool<M> valid = intersect(ray,k,prim,tNear);
463
464
const size_t N = prim.N;
465
size_t mask = movemask(valid);
466
while (mask)
467
{
468
const size_t i = bscf(mask);
469
STAT3(shadow.trav_prims,1,1,1);
470
const unsigned int geomID = prim.geomID(N);
471
const unsigned int primID = prim.primID(N)[i];
472
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
473
Vec3ff p0,t0,p1,t1; geom->gather_hermite(p0,t0,p1,t1,geom->curve(primID),ray.time()[k]);
474
if (Intersector().intersect(pre,ray,k,context,geom,primID,p0,t0,p1,t1,Epilog(ray,k,context,geomID,primID)))
475
return true;
476
477
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
478
}
479
return false;
480
}
481
482
template<typename Intersector, typename Epilog>
483
static __forceinline void intersect_hn(Precalculations& pre, RayHitK<K>& ray, const size_t k, RayQueryContext* context, const Primitive& prim)
484
{
485
486
vfloat<M> tNear;
487
vbool<M> valid = intersect(ray,k,prim,tNear);
488
489
const size_t N = prim.N;
490
size_t mask = movemask(valid);
491
while (mask)
492
{
493
const size_t i = bscf(mask);
494
STAT3(normal.trav_prims,1,1,1);
495
const unsigned int geomID = prim.geomID(N);
496
const unsigned int primID = prim.primID(N)[i];
497
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
498
const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
499
const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray_org, primID,ray.time()[k]);
500
Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID));
501
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
502
}
503
}
504
505
template<typename Intersector, typename Epilog>
506
static __forceinline bool occluded_hn(Precalculations& pre, RayK<K>& ray, const size_t k, RayQueryContext* context, const Primitive& prim)
507
{
508
vfloat<M> tNear;
509
vbool<M> valid = intersect(ray,k,prim,tNear);
510
511
const size_t N = prim.N;
512
size_t mask = movemask(valid);
513
while (mask)
514
{
515
const size_t i = bscf(mask);
516
STAT3(shadow.trav_prims,1,1,1);
517
const unsigned int geomID = prim.geomID(N);
518
const unsigned int primID = prim.primID(N)[i];
519
const CurveGeometry* geom = context->scene->get<CurveGeometry>(geomID);
520
const Vec3fa ray_org(ray.org.x[k], ray.org.y[k], ray.org.z[k]);
521
const TensorLinearCubicBezierSurface3fa curve = geom->getNormalOrientedHermiteCurve<typename Intersector::SourceCurve3ff, typename Intersector::SourceCurve3fa, TensorLinearCubicBezierSurface3fa>(context, ray_org, primID,ray.time()[k]);
522
if (Intersector().intersect(pre,ray,k,context,geom,primID,curve,Epilog(ray,k,context,geomID,primID)))
523
return true;
524
525
mask &= movemask(tNear <= vfloat<M>(ray.tfar[k]));
526
}
527
return false;
528
}
529
};
530
}
531
}
532
533