1// Copyright 2009-2021 Intel Corporation
2// SPDX-License-Identifier: Apache-2.0
3
4#pragma once
5
6#include "quadv.h"
7#include "quad_intersector_moeller.h"
8#include "quad_intersector_pluecker.h"
9
10namespace embree
11{
12 namespace isa
13 {
14 /*! Intersects M quads with 1 ray */
15 template<int M, bool filter>
16 struct QuadMvIntersector1Moeller
17 {
18 typedef QuadMv<M> Primitive;
19 typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations;
20
21 /*! Intersect a ray with the M quads and updates the hit. */
22 static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
23 {
24 STAT3(normal.trav_prims,1,1,1);
25 pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
26 }
27
28 /*! Test if the ray is occluded by one of M quads. */
29 static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
30 {
31 STAT3(shadow.trav_prims,1,1,1);
32 return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
33 }
34
35 static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
36 {
37 return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
38 }
39 };
40
41 /*! Intersects M triangles with K rays. */
42 template<int M, int K, bool filter>
43 struct QuadMvIntersectorKMoeller
44 {
45 typedef QuadMv<M> Primitive;
46 typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations;
47
48 /*! Intersects K rays with M triangles. */
49 static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
50 {
51 for (size_t i=0; i<QuadMv<M>::max_size(); i++)
52 {
53 if (!quad.valid(i)) break;
54 STAT3(normal.trav_prims,1,popcnt(valid_i),K);
55 const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
56 const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
57 const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
58 const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
59 pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
60 }
61 }
62
63 /*! Test for K rays if they are occluded by any of the M triangles. */
64 static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
65 {
66 vbool<K> valid0 = valid_i;
67
68 for (size_t i=0; i<QuadMv<M>::max_size(); i++)
69 {
70 if (!quad.valid(i)) break;
71 STAT3(shadow.trav_prims,1,popcnt(valid0),K);
72 const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
73 const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
74 const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
75 const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
76 if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
77 break;
78 }
79 return !valid0;
80 }
81
82 /*! Intersect a ray with M triangles and updates the hit. */
83 static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
84 {
85 STAT3(normal.trav_prims,1,1,1);
86 pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
87 }
88
89 /*! Test if the ray is occluded by one of the M triangles. */
90 static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
91 {
92 STAT3(shadow.trav_prims,1,1,1);
93 return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
94 }
95 };
96
97 /*! Intersects M quads with 1 ray */
98 template<int M, bool filter>
99 struct QuadMvIntersector1Pluecker
100 {
101 typedef QuadMv<M> Primitive;
102 typedef QuadMIntersector1Pluecker<M,filter> Precalculations;
103
104 /*! Intersect a ray with the M quads and updates the hit. */
105 static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad)
106 {
107 STAT3(normal.trav_prims,1,1,1);
108 pre.intersect(ray,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
109 }
110
111 /*! Test if the ray is occluded by one of M quads. */
112 static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad)
113 {
114 STAT3(shadow.trav_prims,1,1,1);
115 return pre.occluded(ray,context, quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
116 }
117
118 static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad)
119 {
120 return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad);
121 }
122 };
123
124 /*! Intersects M triangles with K rays. */
125 template<int M, int K, bool filter>
126 struct QuadMvIntersectorKPluecker
127 {
128 typedef QuadMv<M> Primitive;
129 typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations;
130
131 /*! Intersects K rays with M triangles. */
132 static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
133 {
134 for (size_t i=0; i<QuadMv<M>::max_size(); i++)
135 {
136 if (!quad.valid(i)) break;
137 STAT3(normal.trav_prims,1,popcnt(valid_i),K);
138 const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
139 const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
140 const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
141 const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
142 pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i));
143 }
144 }
145
146 /*! Test for K rays if they are occluded by any of the M triangles. */
147 static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMv<M>& quad)
148 {
149 vbool<K> valid0 = valid_i;
150
151 for (size_t i=0; i<QuadMv<M>::max_size(); i++)
152 {
153 if (!quad.valid(i)) break;
154 STAT3(shadow.trav_prims,1,popcnt(valid0),K);
155 const Vec3vf<K> p0 = broadcast<vfloat<K>>(quad.v0,i);
156 const Vec3vf<K> p1 = broadcast<vfloat<K>>(quad.v1,i);
157 const Vec3vf<K> p2 = broadcast<vfloat<K>>(quad.v2,i);
158 const Vec3vf<K> p3 = broadcast<vfloat<K>>(quad.v3,i);
159 if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i)))
160 break;
161 }
162 return !valid0;
163 }
164
165 /*! Intersect a ray with M triangles and updates the hit. */
166 static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
167 {
168 STAT3(normal.trav_prims,1,1,1);
169 pre.intersect1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
170 }
171
172 /*! Test if the ray is occluded by one of the M triangles. */
173 static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMv<M>& quad)
174 {
175 STAT3(shadow.trav_prims,1,1,1);
176 return pre.occluded1(ray,k,context,quad.v0,quad.v1,quad.v2,quad.v3,quad.geomID(),quad.primID());
177 }
178 };
179 }
180}
181
182

source code of qtquick3d/src/3rdparty/embree/kernels/geometry/quadv_intersector.h