// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "quadi.h" #include "quad_intersector_moeller.h" #include "quad_intersector_pluecker.h" namespace embree { namespace isa { /*! Intersects M quads with 1 ray */ template struct QuadMiIntersector1Moeller { typedef QuadMi Primitive; typedef QuadMIntersector1MoellerTrumbore Precalculations; /*! Intersect a ray with the M quads and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } /*! Test if the ray is occluded by one of M quads. */ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) { return PrimitivePointQuery1::pointQuery(query, context, quad); } }; /*! Intersects M triangles with K rays. */ template struct QuadMiIntersectorKMoeller { typedef QuadMi Primitive; typedef QuadMIntersectorKMoellerTrumbore Precalculations; /*! Intersects K rays with M triangles. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayHitK& ray, IntersectContext* context, const QuadMi& quad) { Scene* scene = context->scene; for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); const Vec3vf p0 = quad.template getVertex<0>(i,scene); const Vec3vf p1 = quad.template getVertex<1>(i,scene); const Vec3vf p2 = quad.template getVertex<2>(i,scene); const Vec3vf p3 = quad.template getVertex<3>(i,scene); pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM(ray,context,quad.geomID(),quad.primID(),i)); } } /*! Test for K rays if they are occluded by any of the M triangles. */ static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMi& quad) { Scene* scene = context->scene; vbool valid0 = valid_i; for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); const Vec3vf p0 = quad.template getVertex<0>(i,scene); const Vec3vf p1 = quad.template getVertex<1>(i,scene); const Vec3vf p2 = quad.template getVertex<2>(i,scene); const Vec3vf p3 = quad.template getVertex<3>(i,scene); if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM(valid0,ray,context,quad.geomID(),quad.primID(),i))) break; } return !valid0; } /*! Intersect a ray with M triangles and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayHitK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(normal.trav_prims,1,1,1); Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } /*! Test if the ray is occluded by one of the M triangles. */ static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } }; /*! Intersects M quads with 1 ray */ template struct QuadMiIntersector1Pluecker { typedef QuadMi Primitive; typedef QuadMIntersector1Pluecker Precalculations; /*! Intersect a ray with the M quads and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } /*! Test if the ray is occluded by one of M quads. */ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) { return PrimitivePointQuery1::pointQuery(query, context, quad); } }; /*! Intersects M triangles with K rays. */ template struct QuadMiIntersectorKPluecker { typedef QuadMi Primitive; typedef QuadMIntersectorKPluecker Precalculations; /*! Intersects K rays with M triangles. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayHitK& ray, IntersectContext* context, const QuadMi& quad) { Scene* scene = context->scene; for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); const Vec3vf p0 = quad.template getVertex<0>(i,scene); const Vec3vf p1 = quad.template getVertex<1>(i,scene); const Vec3vf p2 = quad.template getVertex<2>(i,scene); const Vec3vf p3 = quad.template getVertex<3>(i,scene); pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM(ray,context,quad.geomID(),quad.primID(),i)); } } /*! Test for K rays if they are occluded by any of the M triangles. */ static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMi& quad) { Scene* scene = context->scene; vbool valid0 = valid_i; for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); const Vec3vf p0 = quad.template getVertex<0>(i,scene); const Vec3vf p1 = quad.template getVertex<1>(i,scene); const Vec3vf p2 = quad.template getVertex<2>(i,scene); const Vec3vf p3 = quad.template getVertex<3>(i,scene); if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM(valid0,ray,context,quad.geomID(),quad.primID(),i))) break; } return !valid0; } /*! Intersect a ray with M triangles and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayHitK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(normal.trav_prims,1,1,1); Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } /*! Test if the ray is occluded by one of the M triangles. */ static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } }; /*! Intersects M motion blur quads with 1 ray */ template struct QuadMiMBIntersector1Moeller { typedef QuadMi Primitive; typedef QuadMIntersector1MoellerTrumbore Precalculations; /*! Intersect a ray with the M quads and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } /*! Test if the ray is occluded by one of M quads. */ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) { return PrimitivePointQuery1::pointQuery(query, context, quad); } }; /*! Intersects M motion blur quads with K rays. */ template struct QuadMiMBIntersectorKMoeller { typedef QuadMi Primitive; typedef QuadMIntersectorKMoellerTrumbore Precalculations; /*! Intersects K rays with M quads. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayHitK& ray, IntersectContext* context, const QuadMi& quad) { for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); Vec3vf v0,v1,v2,v3; quad.template gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM(ray,context,quad.geomID(),quad.primID(),i)); } } /*! Test for K rays if they are occluded by any of the M quads. */ static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMi& quad) { vbool valid0 = valid_i; for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); Vec3vf v0,v1,v2,v3; quad.template gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM(valid0,ray,context,quad.geomID(),quad.primID(),i))) break; } return !valid0; } /*! Intersect a ray with M quads and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayHitK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } /*! Test if the ray is occluded by one of the M quads. */ static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } }; /*! Intersects M motion blur quads with 1 ray */ template struct QuadMiMBIntersector1Pluecker { typedef QuadMi Primitive; typedef QuadMIntersector1Pluecker Precalculations; /*! Intersect a ray with the M quads and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } /*! Test if the ray is occluded by one of M quads. */ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) { return PrimitivePointQuery1::pointQuery(query, context, quad); } }; /*! Intersects M motion blur quads with K rays. */ template struct QuadMiMBIntersectorKPluecker { typedef QuadMi Primitive; typedef QuadMIntersectorKPluecker Precalculations; /*! Intersects K rays with M quads. */ static __forceinline void intersect(const vbool& valid_i, Precalculations& pre, RayHitK& ray, IntersectContext* context, const QuadMi& quad) { for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); Vec3vf v0,v1,v2,v3; quad.template gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM(ray,context,quad.geomID(),quad.primID(),i)); } } /*! Test for K rays if they are occluded by any of the M quads. */ static __forceinline vbool occluded(const vbool& valid_i, Precalculations& pre, RayK& ray, IntersectContext* context, const QuadMi& quad) { vbool valid0 = valid_i; for (size_t i=0; i::max_size(); i++) { if (!quad.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); Vec3vf v0,v1,v2,v3; quad.template gather(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM(valid0,ray,context,quad.geomID(),quad.primID(),i))) break; } return !valid0; } /*! Intersect a ray with M quads and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayHitK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(normal.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } /*! Test if the ray is occluded by one of the M quads. */ static __forceinline bool occluded(Precalculations& pre, RayK& ray, size_t k, IntersectContext* context, const QuadMi& quad) { STAT3(shadow.trav_prims,1,1,1); Vec3vf v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); } }; } }