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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/thirdparty/embree/kernels/geometry/quadi_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 "quadi.h"
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#include "quad_intersector_moeller.h"
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#include "quad_intersector_pluecker.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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/*! Intersects M quads with 1 ray */
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template<int M, bool filter>
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struct QuadMiIntersector1Moeller
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{
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typedef QuadMi<M> Primitive;
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typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
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/*! Intersect a ray with the M quads and updates the hit. */
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static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& quad)
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{
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STAT3(normal.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
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pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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/*! Test if the ray is occluded by one of M quads. */
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static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& quad)
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{
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STAT3(shadow.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
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return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
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{
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return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
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}
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};
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/*! Intersects M triangles with K rays. */
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template<int M, int K, bool filter>
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struct QuadMiIntersectorKMoeller
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{
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typedef QuadMi<M> Primitive;
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typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
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/*! Intersects K rays with M triangles. */
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static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
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{
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Scene* scene = context->scene;
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for (size_t i=0; i<QuadMi<M>::max_size(); i++)
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{
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if (!quad.valid(i)) break;
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STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
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const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
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const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
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const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
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pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
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}
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}
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/*! Test for K rays if they are occluded by any of the M triangles. */
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static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
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{
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Scene* scene = context->scene;
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vbool<K> valid0 = valid_i;
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for (size_t i=0; i<QuadMi<M>::max_size(); i++)
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{
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if (!quad.valid(i)) break;
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STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
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const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
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const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
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const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
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if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
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break;
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}
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return !valid0;
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}
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/*! Intersect a ray with M triangles and updates the hit. */
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static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
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{
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STAT3(normal.trav_prims,1,1,1);
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Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
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pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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/*! Test if the ray is occluded by one of the M triangles. */
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static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
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{
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STAT3(shadow.trav_prims,1,1,1);
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Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
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return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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};
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/*! Intersects M quads with 1 ray */
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template<int M, bool filter>
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struct QuadMiIntersector1Pluecker
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{
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typedef QuadMi<M> Primitive;
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typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
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/*! Intersect a ray with the M quads and updates the hit. */
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static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& quad)
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{
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STAT3(normal.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
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pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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/*! Test if the ray is occluded by one of M quads. */
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static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& quad)
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{
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STAT3(shadow.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
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return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
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{
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return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
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}
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};
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/*! Intersects M triangles with K rays. */
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template<int M, int K, bool filter>
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struct QuadMiIntersectorKPluecker
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{
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typedef QuadMi<M> Primitive;
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typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
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/*! Intersects K rays with M triangles. */
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static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
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{
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Scene* scene = context->scene;
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for (size_t i=0; i<QuadMi<M>::max_size(); i++)
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{
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if (!quad.valid(i)) break;
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STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
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const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
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const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
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const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
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pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
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}
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}
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/*! Test for K rays if they are occluded by any of the M triangles. */
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static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
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{
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Scene* scene = context->scene;
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vbool<K> valid0 = valid_i;
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for (size_t i=0; i<QuadMi<M>::max_size(); i++)
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{
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if (!quad.valid(i)) break;
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STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene);
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const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene);
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const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene);
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const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene);
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if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
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break;
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}
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return !valid0;
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}
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/*! Intersect a ray with M triangles and updates the hit. */
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static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
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{
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STAT3(normal.trav_prims,1,1,1);
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Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
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pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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/*! Test if the ray is occluded by one of the M triangles. */
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static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
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{
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STAT3(shadow.trav_prims,1,1,1);
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Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene);
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return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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};
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/*! Intersects M motion blur quads with 1 ray */
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template<int M, bool filter>
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struct QuadMiMBIntersector1Moeller
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{
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typedef QuadMi<M> Primitive;
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typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
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/*! Intersect a ray with the M quads and updates the hit. */
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static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& quad)
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{
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STAT3(normal.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
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pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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/*! Test if the ray is occluded by one of M quads. */
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static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& quad)
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{
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STAT3(shadow.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
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return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
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{
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return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
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}
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};
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/*! Intersects M motion blur quads with K rays. */
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template<int M, int K, bool filter>
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struct QuadMiMBIntersectorKMoeller
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{
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typedef QuadMi<M> Primitive;
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typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
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/*! Intersects K rays with M quads. */
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static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
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{
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for (size_t i=0; i<QuadMi<M>::max_size(); i++)
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{
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if (!quad.valid(i)) break;
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STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
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pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
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}
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}
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/*! Test for K rays if they are occluded by any of the M quads. */
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static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
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{
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vbool<K> valid0 = valid_i;
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for (size_t i=0; i<QuadMi<M>::max_size(); i++)
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{
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if (!quad.valid(i)) break;
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STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
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if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
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break;
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}
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return !valid0;
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}
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/*! Intersect a ray with M quads and updates the hit. */
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static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
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{
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STAT3(normal.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
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pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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/*! Test if the ray is occluded by one of the M quads. */
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static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
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{
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STAT3(shadow.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
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return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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};
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/*! Intersects M motion blur quads with 1 ray */
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template<int M, bool filter>
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struct QuadMiMBIntersector1Pluecker
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{
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typedef QuadMi<M> Primitive;
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typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
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/*! Intersect a ray with the M quads and updates the hit. */
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static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& quad)
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{
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STAT3(normal.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
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pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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/*! Test if the ray is occluded by one of M quads. */
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static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& quad)
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{
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STAT3(shadow.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time());
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return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
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{
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return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
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}
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};
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/*! Intersects M motion blur quads with K rays. */
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template<int M, int K, bool filter>
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struct QuadMiMBIntersectorKPluecker
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{
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typedef QuadMi<M> Primitive;
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typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
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/*! Intersects K rays with M quads. */
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static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
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{
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for (size_t i=0; i<QuadMi<M>::max_size(); i++)
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{
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if (!quad.valid(i)) break;
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STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
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pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
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}
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}
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/*! Test for K rays if they are occluded by any of the M quads. */
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static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const QuadMi<M>& quad)
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{
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vbool<K> valid0 = valid_i;
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for (size_t i=0; i<QuadMi<M>::max_size(); i++)
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{
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if (!quad.valid(i)) break;
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STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time());
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if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
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break;
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}
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return !valid0;
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}
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/*! Intersect a ray with M quads and updates the hit. */
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static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
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{
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STAT3(normal.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
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pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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/*! Test if the ray is occluded by one of the M quads. */
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static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const QuadMi<M>& quad)
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{
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STAT3(shadow.trav_prims,1,1,1);
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Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]);
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return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID());
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}
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};
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}
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}
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