Path: blob/master/thirdparty/embree/kernels/geometry/quadv_intersector.h
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// Copyright 2009-2021 Intel Corporation1// SPDX-License-Identifier: Apache-2.023#pragma once45#include "quadv.h"6#include "quad_intersector_moeller.h"7#include "quad_intersector_pluecker.h"89namespace embree10{11namespace isa12{13/*! Intersects M quads with 1 ray */14template<int M, bool filter>15struct QuadMvIntersector1Moeller16{17typedef QuadMv<M> Primitive;18typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;1920/*! Intersect a ray with the M quads and updates the hit. */21static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& quad)22{23STAT3(normal.trav_prims,1,1,1);24pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());25}2627/*! Test if the ray is occluded by one of M quads. */28static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& quad)29{30STAT3(shadow.trav_prims,1,1,1);31return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());32}3334static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)35{36return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);37}38};3940/*! Intersects M triangles with K rays. */41template<int M, int K, bool filter>42struct QuadMvIntersectorKMoeller43{44typedef QuadMv<M> Primitive;45typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;4647/*! Intersects K rays with M triangles. */48static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const QuadMv<M>& quad)49{50for (size_t i=0; i<QuadMv<M>::max_size(); i++)51{52if (!quad.valid(i)) break;53STAT3(normal.trav_prims,1,popcnt(valid_i),K);54const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);55const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);56const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);57const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);58pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));59}60}6162/*! Test for K rays if they are occluded by any of the M triangles. */63static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const QuadMv<M>& quad)64{65vbool<K> valid0 = valid_i;6667for (size_t i=0; i<QuadMv<M>::max_size(); i++)68{69if (!quad.valid(i)) break;70STAT3(shadow.trav_prims,1,popcnt(valid0),K);71const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);72const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);73const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);74const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);75if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))76break;77}78return !valid0;79}8081/*! Intersect a ray with M triangles and updates the hit. */82static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const QuadMv<M>& quad)83{84STAT3(normal.trav_prims,1,1,1);85pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());86}8788/*! Test if the ray is occluded by one of the M triangles. */89static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const QuadMv<M>& quad)90{91STAT3(shadow.trav_prims,1,1,1);92return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());93}94};9596/*! Intersects M quads with 1 ray */97template<int M, bool filter>98struct QuadMvIntersector1Pluecker99{100typedef QuadMv<M> Primitive;101typedef QuadMIntersector1Pluecker<M,filter> Precalculations;102103/*! Intersect a ray with the M quads and updates the hit. */104static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const Primitive& quad)105{106STAT3(normal.trav_prims,1,1,1);107pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());108}109110/*! Test if the ray is occluded by one of M quads. */111static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const Primitive& quad)112{113STAT3(shadow.trav_prims,1,1,1);114return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());115}116117static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)118{119return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);120}121};122123/*! Intersects M triangles with K rays. */124template<int M, int K, bool filter>125struct QuadMvIntersectorKPluecker126{127typedef QuadMv<M> Primitive;128typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;129130/*! Intersects K rays with M triangles. */131static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const QuadMv<M>& quad)132{133for (size_t i=0; i<QuadMv<M>::max_size(); i++)134{135if (!quad.valid(i)) break;136STAT3(normal.trav_prims,1,popcnt(valid_i),K);137const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);138const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);139const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);140const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);141pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));142}143}144145/*! Test for K rays if they are occluded by any of the M triangles. */146static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const QuadMv<M>& quad)147{148vbool<K> valid0 = valid_i;149150for (size_t i=0; i<QuadMv<M>::max_size(); i++)151{152if (!quad.valid(i)) break;153STAT3(shadow.trav_prims,1,popcnt(valid0),K);154const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);155const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);156const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);157const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);158if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))159break;160}161return !valid0;162}163164/*! Intersect a ray with M triangles and updates the hit. */165static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const QuadMv<M>& quad)166{167STAT3(normal.trav_prims,1,1,1);168pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());169}170171/*! Test if the ray is occluded by one of the M triangles. */172static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const QuadMv<M>& quad)173{174STAT3(shadow.trav_prims,1,1,1);175return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());176}177};178}179}180181182183