summaryrefslogtreecommitdiff
path: root/thirdparty/embree/kernels/geometry/trianglei.h
blob: 6aad48a5efc14d275f6d30d44041fdb0030487a4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0

#pragma once

#include "primitive.h"
#include "../common/scene.h"

namespace embree
{
  /* Stores M triangles from an indexed face set */
  template <int M>
  struct TriangleMi
  {
    /* Virtual interface to query information about the triangle type */
    struct Type : public PrimitiveType
    {
      const char* name() const;
      size_t sizeActive(const char* This) const;
      size_t sizeTotal(const char* This) const;
      size_t getBytes(const char* This) const;
    };
    static Type type;

  public:

    /* primitive supports multiple time segments */
    static const bool singleTimeSegment = false;

    /* Returns maximum number of stored triangles */
    static __forceinline size_t max_size() { return M; }

    /* Returns required number of primitive blocks for N primitives */
    static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }

  public:

    /* Default constructor */
    __forceinline TriangleMi() {  }

    /* Construction from vertices and IDs */
    __forceinline TriangleMi(const vuint<M>& v0,
                             const vuint<M>& v1,
                             const vuint<M>& v2,
                             const vuint<M>& geomIDs,
                             const vuint<M>& primIDs)
#if defined(EMBREE_COMPACT_POLYS)
      : geomIDs(geomIDs), primIDs(primIDs) {}
#else
    : v0_(v0), v1_(v1), v2_(v2), geomIDs(geomIDs), primIDs(primIDs) {}
#endif

    /* Returns a mask that tells which triangles are valid */
    __forceinline vbool<M> valid() const { return primIDs != vuint<M>(-1); }

    /* Returns if the specified triangle is valid */
    __forceinline bool valid(const size_t i) const { assert(i<M); return primIDs[i] != -1; }

    /* Returns the number of stored triangles */
    __forceinline size_t size() const { return bsf(~movemask(valid())); }

    /* Returns the geometry IDs */
    __forceinline vuint<M> geomID() const { return geomIDs; }
    __forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; }

    /* Returns the primitive IDs */
    __forceinline vuint<M> primID() const { return primIDs; }
    __forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; }

    /* Calculate the bounds of the triangles */
    __forceinline const BBox3fa bounds(const Scene *const scene, const size_t itime=0) const
    {
      BBox3fa bounds = empty;
      for (size_t i=0; i<M && valid(i); i++) {
        const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
        bounds.extend(mesh->bounds(primID(i),itime));
      }
      return bounds;
    }

    /* Calculate the linear bounds of the primitive */
    __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime) {
      return LBBox3fa(bounds(scene,itime+0),bounds(scene,itime+1));
    }

    __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime, size_t numTimeSteps)
    {
      LBBox3fa allBounds = empty;
      for (size_t i=0; i<M && valid(i); i++)
      {
        const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
        allBounds.extend(mesh->linearBounds(primID(i), itime, numTimeSteps));
      }
      return allBounds;
    }

    __forceinline LBBox3fa linearBounds(const Scene *const scene, const BBox1f time_range)
    {
      LBBox3fa allBounds = empty;
      for (size_t i=0; i<M && valid(i); i++)
      {
        const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
        allBounds.extend(mesh->linearBounds(primID(i), time_range));
      }
      return allBounds;
    }
    
    /* Non-temporal store */
    __forceinline static void store_nt(TriangleMi* dst, const TriangleMi& src)
    {
#if !defined(EMBREE_COMPACT_POLYS)
      vuint<M>::store_nt(&dst->v0_,src.v0_);
      vuint<M>::store_nt(&dst->v1_,src.v1_);
      vuint<M>::store_nt(&dst->v2_,src.v2_);
#endif
      vuint<M>::store_nt(&dst->geomIDs,src.geomIDs);
      vuint<M>::store_nt(&dst->primIDs,src.primIDs);
    }

    /* Fill triangle from triangle list */
    template<typename PrimRefT>
    __forceinline void fill(const PrimRefT* prims, size_t& begin, size_t end, Scene* scene)
    {
      vuint<M> v0 = zero, v1 = zero, v2 = zero;
      vuint<M> geomID = -1, primID = -1;
      const PrimRefT* prim = &prims[begin];

      for (size_t i=0; i<M; i++)
      {
        if (begin<end) {
          geomID[i] = prim->geomID();
          primID[i] = prim->primID();
#if !defined(EMBREE_COMPACT_POLYS)
          const TriangleMesh* mesh = scene->get<TriangleMesh>(prim->geomID());
          const TriangleMesh::Triangle& tri = mesh->triangle(prim->primID());
          unsigned int int_stride = mesh->vertices0.getStride()/4;
          v0[i] = tri.v[0] * int_stride;
          v1[i] = tri.v[1] * int_stride;
          v2[i] = tri.v[2] * int_stride;
#endif
          begin++;
        } else {
          assert(i);
          if (likely(i > 0)) {
            geomID[i] = geomID[0];
            primID[i] = -1;
            v0[i] = v0[0];
            v1[i] = v0[0];
            v2[i] = v0[0];
          }
        }
        if (begin<end) prim = &prims[begin];
      }
      new (this) TriangleMi(v0,v1,v2,geomID,primID); // FIXME: use non temporal store
    }

    __forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime)
    {
      fill(prims, begin, end, scene);
      return linearBounds(scene, itime);
    }

    __forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range)
    {
      fill(prims, begin, end, scene);
      return linearBounds(scene, time_range);
    }

    /* Updates the primitive */
    __forceinline BBox3fa update(TriangleMesh* mesh)
    {
      BBox3fa bounds = empty;
      for (size_t i=0; i<M; i++)
      {
        if (primID(i) == -1) break;
        const unsigned int primId = primID(i);
        const TriangleMesh::Triangle& tri = mesh->triangle(primId);
        const Vec3fa p0 = mesh->vertex(tri.v[0]);
        const Vec3fa p1 = mesh->vertex(tri.v[1]);
        const Vec3fa p2 = mesh->vertex(tri.v[2]);
        bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2)));
      }
      return bounds;
    }

  protected:
#if !defined(EMBREE_COMPACT_POLYS)
    vuint<M> v0_;         // 4 byte offset of 1st vertex
    vuint<M> v1_;         // 4 byte offset of 2nd vertex
    vuint<M> v2_;         // 4 byte offset of 3rd vertex
#endif
    vuint<M> geomIDs;    // geometry ID of mesh
    vuint<M> primIDs;    // primitive ID of primitive inside mesh
  };

  namespace isa
  {
    
  template<int M>
    struct TriangleMi : public embree::TriangleMi<M>
  {
#if !defined(EMBREE_COMPACT_POLYS)
    using embree::TriangleMi<M>::v0_;
    using embree::TriangleMi<M>::v1_;
    using embree::TriangleMi<M>::v2_;
#endif
    using embree::TriangleMi<M>::geomIDs;
    using embree::TriangleMi<M>::primIDs;
    using embree::TriangleMi<M>::geomID;
    using embree::TriangleMi<M>::primID;
    using embree::TriangleMi<M>::valid;
        
    /* loads a single vertex */
    template<int vid>
    __forceinline Vec3f getVertex(const size_t index, const Scene *const scene) const
    {
#if defined(EMBREE_COMPACT_POLYS)
      const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
      const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
      return (Vec3f) mesh->vertices[0][tri.v[vid]];
#else
      const vuint<M>& v = getVertexOffset<vid>();
      const float* vertices = scene->vertices[geomID(index)];
      return (Vec3f&) vertices[v[index]];
#endif
    }

    template<int vid, typename T>
    __forceinline Vec3<T> getVertex(const size_t index, const Scene *const scene, const size_t itime, const T& ftime) const
    {
#if defined(EMBREE_COMPACT_POLYS)
      const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
      const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
      const Vec3fa v0 = mesh->vertices[itime+0][tri.v[vid]];
      const Vec3fa v1 = mesh->vertices[itime+1][tri.v[vid]];
#else
      const vuint<M>& v = getVertexOffset<vid>();
      const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
      const float* vertices0 = (const float*) mesh->vertexPtr(0,itime+0);
      const float* vertices1 = (const float*) mesh->vertexPtr(0,itime+1);
      const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);
      const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);
#endif
      const Vec3<T> p0(v0.x,v0.y,v0.z);
      const Vec3<T> p1(v1.x,v1.y,v1.z);
      return lerp(p0,p1,ftime);
    }

    template<int vid, int K, typename T>
    __forceinline Vec3<T> getVertex(const vbool<K>& valid, const size_t index, const Scene *const scene, const vint<K>& itime, const T& ftime) const
    {
      Vec3<T> p0, p1;
      const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
      
      for (size_t mask=movemask(valid), i=bsf(mask); mask; mask=btc(mask,i), i=bsf(mask))
      {
#if defined(EMBREE_COMPACT_POLYS)
        const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
        const Vec3fa v0 = mesh->vertices[itime[i]+0][tri.v[vid]];
        const Vec3fa v1 = mesh->vertices[itime[i]+1][tri.v[vid]];
#else
        const vuint<M>& v = getVertexOffset<vid>();
        const float* vertices0 = (const float*) mesh->vertexPtr(0,itime[i]+0);
        const float* vertices1 = (const float*) mesh->vertexPtr(0,itime[i]+1);
        const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);
        const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);
#endif
        p0.x[i] = v0.x; p0.y[i] = v0.y; p0.z[i] = v0.z;
        p1.x[i] = v1.x; p1.y[i] = v1.y; p1.z[i] = v1.z;
      }
      return (T(one)-ftime)*p0 + ftime*p1;
    }

    struct Triangle {
      vfloat4 v0,v1,v2;
    };
    
#if defined(EMBREE_COMPACT_POLYS)
    
    __forceinline Triangle loadTriangle(const int i, const Scene* const scene) const 
    {
      const unsigned int geomID = geomIDs[i];
      const unsigned int primID = primIDs[i];
      if (unlikely(primID == -1)) return { zero, zero, zero };
      const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID);
      const TriangleMesh::Triangle& tri = mesh->triangle(primID);
      const vfloat4 v0 = (vfloat4) mesh->vertices0[tri.v[0]];
      const vfloat4 v1 = (vfloat4) mesh->vertices0[tri.v[1]];
      const vfloat4 v2 = (vfloat4) mesh->vertices0[tri.v[2]];
      return { v0, v1, v2 };
    }

    __forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const 
    {
      const unsigned int primID = primIDs[i];
      if (unlikely(primID == -1)) return { zero, zero, zero };
      const TriangleMesh::Triangle& tri = mesh->triangle(primID);
      const vfloat4 v0 = (vfloat4) mesh->vertices[itime][tri.v[0]];
      const vfloat4 v1 = (vfloat4) mesh->vertices[itime][tri.v[1]];
      const vfloat4 v2 = (vfloat4) mesh->vertices[itime][tri.v[2]];
      return { v0, v1, v2 };
    }
    
#else

    __forceinline Triangle loadTriangle(const int i, const Scene* const scene) const 
    {
      const float* vertices = scene->vertices[geomID(i)];
      const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);
      const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);
      const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);
      return { v0, v1, v2 };
    }

    __forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const 
    {
      const float* vertices = (const float*) mesh->vertexPtr(0,itime);
      const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);
      const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);
      const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);
      return { v0, v1, v2 };
    }
    
#endif

    /* Gather the triangles */
    __forceinline void gather(Vec3vf<M>& p0, Vec3vf<M>& p1, Vec3vf<M>& p2, const Scene* const scene) const;

    template<int K>
#if defined(__INTEL_COMPILER) && (__INTEL_COMPILER < 2000) // workaround for compiler bug in ICC 2019
    __noinline
#else
    __forceinline
#endif
    void gather(const vbool<K>& valid,
                Vec3vf<K>& p0,
                Vec3vf<K>& p1,
                Vec3vf<K>& p2,
                const size_t index,
                const Scene* const scene,
                const vfloat<K>& time) const
    {
      const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));

      vfloat<K> ftime;
      const vint<K> itime = mesh->timeSegment<K>(time, ftime);

      const size_t first = bsf(movemask(valid));
      if (likely(all(valid,itime[first] == itime)))
      {
        p0 = getVertex<0>(index, scene, itime[first], ftime);
        p1 = getVertex<1>(index, scene, itime[first], ftime);
        p2 = getVertex<2>(index, scene, itime[first], ftime);
      } else {
        p0 = getVertex<0,K>(valid, index, scene, itime, ftime);
        p1 = getVertex<1,K>(valid, index, scene, itime, ftime);
        p2 = getVertex<2,K>(valid, index, scene, itime, ftime);
      }
    }

    __forceinline void gather(Vec3vf<M>& p0,
                              Vec3vf<M>& p1,
                              Vec3vf<M>& p2,
                              const TriangleMesh* mesh,
                              const Scene *const scene,
                              const int itime) const;

    __forceinline void gather(Vec3vf<M>& p0,
                              Vec3vf<M>& p1,
                              Vec3vf<M>& p2,
                              const Scene *const scene,
                              const float time) const;


#if !defined(EMBREE_COMPACT_POLYS)
    template<int N> const vuint<M>& getVertexOffset() const;
#endif
  };

#if !defined(EMBREE_COMPACT_POLYS)
  template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<0>() const { return v0_; }
  template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<1>() const { return v1_; }
  template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<2>() const { return v2_; }
#endif
  
  template<>
  __forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
                                           Vec3vf4& p1,
                                           Vec3vf4& p2,
                                           const Scene* const scene) const
  {
    const Triangle tri0 = loadTriangle(0,scene);
    const Triangle tri1 = loadTriangle(1,scene);
    const Triangle tri2 = loadTriangle(2,scene);
    const Triangle tri3 = loadTriangle(3,scene);
    transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);
    transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);
    transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);
  }

  template<>
  __forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
                                           Vec3vf4& p1,
                                           Vec3vf4& p2,
                                           const TriangleMesh* mesh,
                                           const Scene *const scene,
                                           const int itime) const
  {
    const Triangle tri0 = loadTriangle(0,itime,mesh);
    const Triangle tri1 = loadTriangle(1,itime,mesh);
    const Triangle tri2 = loadTriangle(2,itime,mesh);
    const Triangle tri3 = loadTriangle(3,itime,mesh);
    transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);
    transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);
    transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);
  }

  template<>
  __forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
                                           Vec3vf4& p1,
                                           Vec3vf4& p2,
                                           const Scene *const scene,
                                           const float time) const
  {
    const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(0)); // in mblur mode all geometries are identical

    float ftime;
    const int itime = mesh->timeSegment(time, ftime);

    Vec3vf4 a0,a1,a2; gather(a0,a1,a2,mesh,scene,itime);
    Vec3vf4 b0,b1,b2; gather(b0,b1,b2,mesh,scene,itime+1);
    p0 = lerp(a0,b0,vfloat4(ftime));
    p1 = lerp(a1,b1,vfloat4(ftime));
    p2 = lerp(a2,b2,vfloat4(ftime));
  }
  }

  template<int M>
  typename TriangleMi<M>::Type TriangleMi<M>::type;

  typedef TriangleMi<4> Triangle4i;
}