// Copyright 2009-2021 Intel Corporation // SPDX-License-Identifier: Apache-2.0 #pragma once #include "triangle.h" #include "intersector_epilog.h" namespace embree { namespace isa { /*! Intersects M motion blur triangles with 1 ray */ template<int M, bool filter> struct TriangleMvMBIntersector1Moeller { typedef TriangleMvMB<M> Primitive; typedef MoellerTrumboreIntersector1<M> Precalculations; /*! Intersect a ray with the M triangles and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const TriangleMvMB<M>& tri) { STAT3(normal.trav_prims,1,1,1); const Vec3vf<M> time(ray.time()); const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID())); } /*! Test if the ray is occluded by one of M triangles. */ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const TriangleMvMB<M>& tri) { STAT3(shadow.trav_prims,1,1,1); const Vec3vf<M> time(ray.time()); const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID())); } static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri) { return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri); } }; /*! Intersects M motion blur triangles with K rays. */ template<int M, int K, bool filter> struct TriangleMvMBIntersectorKMoeller { typedef TriangleMvMB<M> Primitive; typedef MoellerTrumboreIntersectorK<M,K> Precalculations; /*! Intersects K rays with M triangles. */ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMvMB<M>& tri) { for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++) { if (!tri.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); const Vec3vf<K> time(ray.time()); const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i)); const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i)); const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i)); pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i)); } } /*! Test for K rays if they are occluded by any of the M triangles. */ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const TriangleMvMB<M>& tri) { vbool<K> valid0 = valid_i; for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++) { if (!tri.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); const Vec3vf<K> time(ray.time()); const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i)); const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i)); const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i)); pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i)); if (none(valid0)) break; } return !valid0; } /*! Intersect a ray with M triangles and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const TriangleMvMB<M>& tri) { STAT3(normal.trav_prims,1,1,1); const Vec3vf<M> time(ray.time()[k]); const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID())); } /*! Test if the ray is occluded by one of the M triangles. */ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const TriangleMvMB<M>& tri) { STAT3(shadow.trav_prims,1,1,1); const Vec3vf<M> time(ray.time()[k]); const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID())); } }; /*! Intersects M motion blur triangles with 1 ray */ template<int M, bool filter> struct TriangleMvMBIntersector1Pluecker { typedef TriangleMvMB<M> Primitive; typedef PlueckerIntersector1<M> Precalculations; /*! Intersect a ray with the M triangles and updates the hit. */ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const TriangleMvMB<M>& tri) { STAT3(normal.trav_prims,1,1,1); const Vec3vf<M> time(ray.time()); const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); pre.intersect(ray,v0,v1,v2,UVIdentity<M>(),Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID())); } /*! Test if the ray is occluded by one of M triangles. */ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const TriangleMvMB<M>& tri) { STAT3(shadow.trav_prims,1,1,1); const Vec3vf<M> time(ray.time()); const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); return pre.intersect(ray,v0,v1,v2,UVIdentity<M>(),Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID())); } static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri) { return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri); } }; /*! Intersects M motion blur triangles with K rays. */ template<int M, int K, bool filter> struct TriangleMvMBIntersectorKPluecker { typedef TriangleMvMB<M> Primitive; typedef PlueckerIntersectorK<M,K> Precalculations; /*! Intersects K rays with M triangles. */ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMvMB<M>& tri) { for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++) { if (!tri.valid(i)) break; STAT3(normal.trav_prims,1,popcnt(valid_i),K); const Vec3vf<K> time(ray.time()); const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i)); const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i)); const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i)); pre.intersectK(valid_i,ray,v0,v1,v2,UVIdentity<K>(),IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i)); } } /*! Test for K rays if they are occluded by any of the M triangles. */ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const TriangleMvMB<M>& tri) { vbool<K> valid0 = valid_i; for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++) { if (!tri.valid(i)) break; STAT3(shadow.trav_prims,1,popcnt(valid0),K); const Vec3vf<K> time(ray.time()); const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i)); const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i)); const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i)); pre.intersectK(valid0,ray,v0,v1,v2,UVIdentity<K>(),OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i)); if (none(valid0)) break; } return !valid0; } /*! Intersect a ray with M triangles and updates the hit. */ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const TriangleMvMB<M>& tri) { STAT3(normal.trav_prims,1,1,1); const Vec3vf<M> time(ray.time()[k]); const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); pre.intersect(ray,k,v0,v1,v2,UVIdentity<M>(),Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID())); } /*! Test if the ray is occluded by one of the M triangles. */ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const TriangleMvMB<M>& tri) { STAT3(shadow.trav_prims,1,1,1); const Vec3vf<M> time(ray.time()[k]); const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0)); const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1)); const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2)); return pre.intersect(ray,k,v0,v1,v2,UVIdentity<M>(),Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID())); } }; } }