// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "subgrid.h" #include "quad_intersector_moeller.h" #include "quad_intersector_pluecker.h" namespace embree { namespace isa { template<int M> __forceinline void interpolateUV(PlueckerHitM<M,UVIdentity<M>> &hit,const GridMesh::Grid &g, const SubGrid& subgrid, const vint<M> &stepX, const vint<M> &stepY) { /* correct U,V interpolation across the entire grid */ const vint<M> sx((int)subgrid.x()); const vint<M> sy((int)subgrid.y()); const vint<M> sxM(sx + stepX); const vint<M> syM(sy + stepY); const float inv_resX = rcp((float)((int)g.resX-1)); const float inv_resY = rcp((float)((int)g.resY-1)); hit.U = (hit.U + vfloat<M>(sxM) * hit.UVW) * inv_resX; hit.V = (hit.V + vfloat<M>(syM) * hit.UVW) * inv_resY; } template<int M, bool filter> struct SubGridQuadMIntersector1Pluecker; template<int M, bool filter> struct SubGridQuadMIntersector1Pluecker { __forceinline SubGridQuadMIntersector1Pluecker() {} __forceinline SubGridQuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {} __forceinline void intersect(RayHit& ray, IntersectContext* context, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh::Grid &g, const SubGrid& subgrid) const { UVIdentity<M> mapUV; PlueckerHitM<M,UVIdentity<M>> hit(mapUV); PlueckerIntersector1<M> intersector(ray,nullptr); Intersect1EpilogMU<M,filter> epilog(ray,context,subgrid.geomID(),subgrid.primID()); /* intersect first triangle */ if (intersector.intersect(ray,v0,v1,v3,mapUV,hit)) { interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1)); epilog(hit.valid,hit); } /* intersect second triangle */ if (intersector.intersect(ray,v2,v3,v1,mapUV,hit)) { hit.U = hit.UVW - hit.U; hit.V = hit.UVW - hit.V; interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1)); epilog(hit.valid,hit); } } __forceinline bool occluded(Ray& ray, IntersectContext* context, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh::Grid &g, const SubGrid& subgrid) const { UVIdentity<M> mapUV; PlueckerHitM<M,UVIdentity<M>> hit(mapUV); PlueckerIntersector1<M> intersector(ray,nullptr); Occluded1EpilogMU<M,filter> epilog(ray,context,subgrid.geomID(),subgrid.primID()); /* intersect first triangle */ if (intersector.intersect(ray,v0,v1,v3,mapUV,hit)) { interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1)); if (epilog(hit.valid,hit)) return true; } /* intersect second triangle */ if (intersector.intersect(ray,v2,v3,v1,mapUV,hit)) { hit.U = hit.UVW - hit.U; hit.V = hit.UVW - hit.V; interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1)); if (epilog(hit.valid,hit)) return true; } return false; } }; #if defined (__AVX__) /*! Intersects 4 quads with 1 ray using AVX */ template<bool filter> struct SubGridQuadMIntersector1Pluecker<4,filter> { __forceinline SubGridQuadMIntersector1Pluecker() {} __forceinline SubGridQuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {} template<typename Epilog> __forceinline bool intersect(Ray& ray, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid& subgrid, const Epilog& epilog) const { const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z)); #if !defined(EMBREE_BACKFACE_CULLING) const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z)); const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z)); #else const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z)); const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z)); #endif UVIdentity<8> mapUV; PlueckerHitM<8,UVIdentity<8>> hit(mapUV); PlueckerIntersector1<8> intersector(ray,nullptr); const vbool8 flags(0,0,0,0,1,1,1,1); if (unlikely(intersector.intersect(ray,vtx0,vtx1,vtx2,mapUV,hit))) { /* correct U,V interpolation across the entire grid */ const vfloat8 U = select(flags,hit.UVW - hit.V,hit.U); const vfloat8 V = select(flags,hit.UVW - hit.U,hit.V); hit.U = U; hit.V = V; hit.vNg *= select(flags,vfloat8(-1.0f),vfloat8(1.0f)); interpolateUV<8>(hit,g,subgrid,vint<8>(0,1,1,0,0,1,1,0),vint<8>(0,0,1,1,0,0,1,1)); if (unlikely(epilog(hit.valid,hit))) return true; } return false; } __forceinline bool intersect(RayHit& ray, IntersectContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid& subgrid) const { return intersect(ray,v0,v1,v2,v3,g,subgrid,Intersect1EpilogMU<8,filter>(ray,context,subgrid.geomID(),subgrid.primID())); } __forceinline bool occluded(Ray& ray, IntersectContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid& subgrid) const { return intersect(ray,v0,v1,v2,v3,g,subgrid,Occluded1EpilogMU<8,filter>(ray,context,subgrid.geomID(),subgrid.primID())); } }; #endif /* ----------------------------- */ /* -- ray packet intersectors -- */ /* ----------------------------- */ template<int K> __forceinline void interpolateUV(const vbool<K>& valid, PlueckerHitK<K,UVIdentity<K>> &hit,const GridMesh::Grid &g, const SubGrid& subgrid, const unsigned int i) { /* correct U,V interpolation across the entire grid */ const unsigned int sx = subgrid.x() + (unsigned int)(i % 2); const unsigned int sy = subgrid.y() + (unsigned int)(i >>1); const float inv_resX = rcp((float)(int)(g.resX-1)); const float inv_resY = rcp((float)(int)(g.resY-1)); hit.U = select(valid,(hit.U + vfloat<K>((float)sx) * hit.UVW) * inv_resX,hit.U); hit.V = select(valid,(hit.V + vfloat<K>((float)sy) * hit.UVW) * inv_resY,hit.V); } template<int M, int K, bool filter> struct SubGridQuadMIntersectorKPlueckerBase { __forceinline SubGridQuadMIntersectorKPlueckerBase(const vbool<K>& valid, const RayK<K>& ray) {} template<typename Epilog> __forceinline bool intersectK(const vbool<K>& valid, RayK<K>& ray, const Vec3vf<K>& v0, const Vec3vf<K>& v1, const Vec3vf<K>& v2, const Vec3vf<K>& v3, const GridMesh::Grid &g, const SubGrid &subgrid, const unsigned int i, const Epilog& epilog) const { UVIdentity<K> mapUV; PlueckerHitK<K,UVIdentity<K>> hit(mapUV); PlueckerIntersectorK<M,K> intersector; const vbool<K> valid0 = intersector.intersectK(valid,ray,v0,v1,v3,mapUV,hit); if (any(valid0)) { interpolateUV(valid0,hit,g,subgrid,i); epilog(valid0,hit); } const vbool<K> valid1 = intersector.intersectK(valid,ray,v2,v3,v1,mapUV,hit); if (any(valid1)) { hit.U = hit.UVW - hit.U; hit.V = hit.UVW - hit.V; interpolateUV(valid1,hit,g,subgrid,i); epilog(valid1,hit); } return any(valid0|valid1); } template<typename Epilog> __forceinline bool occludedK(const vbool<K>& valid, RayK<K>& ray, const Vec3vf<K>& v0, const Vec3vf<K>& v1, const Vec3vf<K>& v2, const Vec3vf<K>& v3, const GridMesh::Grid &g, const SubGrid &subgrid, const unsigned int i, const Epilog& epilog) const { UVIdentity<K> mapUV; PlueckerHitK<K,UVIdentity<K>> hit(mapUV); PlueckerIntersectorK<M,K> intersector; vbool<K> valid_final = valid; const vbool<K> valid0 = intersector.intersectK(valid,ray,v0,v1,v3,mapUV,hit); if (any(valid0)) { interpolateUV(valid0,hit,g,subgrid,i); epilog(valid0,hit); valid_final &= !valid0; } if (none(valid_final)) return true; const vbool<K> valid1 = intersector.intersectK(valid,ray,v2,v3,v1,mapUV,hit); if (any(valid1)) { hit.U = hit.UVW - hit.U; hit.V = hit.UVW - hit.V; interpolateUV(valid1,hit,g,subgrid,i); epilog(valid1,hit); valid_final &= !valid1; } return none(valid_final); } }; template<int M, int K, bool filter> struct SubGridQuadMIntersectorKPluecker : public SubGridQuadMIntersectorKPlueckerBase<M,K,filter> { __forceinline SubGridQuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray) : SubGridQuadMIntersectorKPlueckerBase<M,K,filter>(valid,ray) {} __forceinline void intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const { UVIdentity<M> mapUV; PlueckerHitM<M,UVIdentity<M>> hit(mapUV); Intersect1KEpilogMU<M,K,filter> epilog(ray,k,context,subgrid.geomID(),subgrid.primID()); PlueckerIntersectorK<M,K> intersector; /* intersect first triangle */ if (intersector.intersect(ray,k,v0,v1,v3,mapUV,hit)) { interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1)); epilog(hit.valid,hit); } /* intersect second triangle */ if (intersector.intersect(ray,k,v2,v3,v1,mapUV,hit)) { hit.U = hit.UVW - hit.U; hit.V = hit.UVW - hit.V; interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1)); epilog(hit.valid,hit); } } __forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context, const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const { UVIdentity<M> mapUV; PlueckerHitM<M,UVIdentity<M>> hit(mapUV); Occluded1KEpilogMU<M,K,filter> epilog(ray,k,context,subgrid.geomID(),subgrid.primID()); PlueckerIntersectorK<M,K> intersector; /* intersect first triangle */ if (intersector.intersect(ray,k,v0,v1,v3,mapUV,hit)) { interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1)); if (epilog(hit.valid,hit)) return true; } /* intersect second triangle */ if (intersector.intersect(ray,k,v2,v3,v1,mapUV,hit)) { hit.U = hit.UVW - hit.U; hit.V = hit.UVW - hit.V; interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1)); if (epilog(hit.valid,hit)) return true; } return false; } }; #if defined (__AVX__) /*! Intersects 4 quads with 1 ray using AVX */ template<int K, bool filter> struct SubGridQuadMIntersectorKPluecker<4,K,filter> : public SubGridQuadMIntersectorKPlueckerBase<4,K,filter> { __forceinline SubGridQuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray) : SubGridQuadMIntersectorKPlueckerBase<4,K,filter>(valid,ray) {} template<typename Epilog> __forceinline bool intersect1(RayK<K>& ray, size_t k,const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid &subgrid, const Epilog& epilog) const { const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z)); #if !defined(EMBREE_BACKFACE_CULLING) const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z)); const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z)); #else const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z)); const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z)); #endif UVIdentity<8> mapUV; PlueckerHitM<8,UVIdentity<8>> hit(mapUV); PlueckerIntersectorK<8,K> intersector; const vbool8 flags(0,0,0,0,1,1,1,1); if (unlikely(intersector.intersect(ray,k,vtx0,vtx1,vtx2,mapUV,hit))) { /* correct U,V interpolation across the entire grid */ const vfloat8 U = select(flags,hit.UVW - hit.V,hit.U); const vfloat8 V = select(flags,hit.UVW - hit.U,hit.V); hit.U = U; hit.V = V; hit.vNg *= select(flags,vfloat8(-1.0f),vfloat8(1.0f)); interpolateUV<8>(hit,g,subgrid,vint<8>(0,1,1,0,0,1,1,0),vint<8>(0,0,1,1,0,0,1,1)); if (unlikely(epilog(hit.valid,hit))) return true; } return false; } __forceinline bool intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const { return intersect1(ray,k,v0,v1,v2,v3,g,subgrid,Intersect1KEpilogMU<8,K,filter>(ray,k,context,subgrid.geomID(),subgrid.primID())); } __forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const { return intersect1(ray,k,v0,v1,v2,v3,g,subgrid,Occluded1KEpilogMU<8,K,filter>(ray,k,context,subgrid.geomID(),subgrid.primID())); } }; #endif } }