Revision control
++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "quadv.h"
++ #include "triangle_intersector_moeller.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ template<int M>
++ struct QuadHitM
++ {
++ __forceinline QuadHitM() {}
++
++ __forceinline QuadHitM(const vbool<M>& valid,
++ const vfloat<M>& U,
++ const vfloat<M>& V,
++ const vfloat<M>& T,
++ const vfloat<M>& absDen,
++ const Vec3vf<M>& Ng,
++ const vbool<M>& flags)
++ : U(U), V(V), T(T), absDen(absDen), tri_Ng(Ng), valid(valid), flags(flags) {}
++
++ __forceinline void finalize()
++ {
++ const vfloat<M> rcpAbsDen = rcp(absDen);
++ vt = T * rcpAbsDen;
++ const vfloat<M> u = min(U * rcpAbsDen,1.0f);
++ const vfloat<M> v = min(V * rcpAbsDen,1.0f);
++ const vfloat<M> u1 = vfloat<M>(1.0f) - u;
++ const vfloat<M> v1 = vfloat<M>(1.0f) - v;
++ #if !defined(__AVX__) || defined(EMBREE_BACKFACE_CULLING)
++ vu = select(flags,u1,u);
++ vv = select(flags,v1,v);
++ vNg = Vec3vf<M>(tri_Ng.x,tri_Ng.y,tri_Ng.z);
++ #else
++ const vfloat<M> flip = select(flags,vfloat<M>(-1.0f),vfloat<M>(1.0f));
++ vv = select(flags,u1,v);
++ vu = select(flags,v1,u);
++ vNg = Vec3vf<M>(flip*tri_Ng.x,flip*tri_Ng.y,flip*tri_Ng.z);
++ #endif
++ }
++
++ __forceinline Vec2f uv(const size_t i)
++ {
++ const float u = vu[i];
++ const float v = vv[i];
++ return Vec2f(u,v);
++ }
++
++ __forceinline float t(const size_t i) { return vt[i]; }
++ __forceinline Vec3fa Ng(const size_t i) { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); }
++
++ private:
++ vfloat<M> U;
++ vfloat<M> V;
++ vfloat<M> T;
++ vfloat<M> absDen;
++ Vec3vf<M> tri_Ng;
++
++ public:
++ vbool<M> valid;
++ vfloat<M> vu;
++ vfloat<M> vv;
++ vfloat<M> vt;
++ Vec3vf<M> vNg;
++
++ public:
++ const vbool<M> flags;
++ };
++
++ template<int K>
++ struct QuadHitK
++ {
++ __forceinline QuadHitK(const vfloat<K>& U,
++ const vfloat<K>& V,
++ const vfloat<K>& T,
++ const vfloat<K>& absDen,
++ const Vec3vf<K>& Ng,
++ const vbool<K>& flags)
++ : U(U), V(V), T(T), absDen(absDen), flags(flags), tri_Ng(Ng) {}
++
++ __forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const
++ {
++ const vfloat<K> rcpAbsDen = rcp(absDen);
++ const vfloat<K> t = T * rcpAbsDen;
++ const vfloat<K> u0 = min(U * rcpAbsDen,1.0f);
++ const vfloat<K> v0 = min(V * rcpAbsDen,1.0f);
++ const vfloat<K> u1 = vfloat<K>(1.0f) - u0;
++ const vfloat<K> v1 = vfloat<K>(1.0f) - v0;
++ const vfloat<K> u = select(flags,u1,u0);
++ const vfloat<K> v = select(flags,v1,v0);
++ const Vec3vf<K> Ng(tri_Ng.x,tri_Ng.y,tri_Ng.z);
++ return std::make_tuple(u,v,t,Ng);
++ }
++
++ private:
++ const vfloat<K> U;
++ const vfloat<K> V;
++ const vfloat<K> T;
++ const vfloat<K> absDen;
++ const vbool<K> flags;
++ const Vec3vf<K> tri_Ng;
++ };
++
++ /* ----------------------------- */
++ /* -- single ray intersectors -- */
++ /* ----------------------------- */
++
++
++ template<int M, bool filter>
++ struct QuadMIntersector1MoellerTrumbore;
++
++ /*! Intersects M quads with 1 ray */
++ template<int M, bool filter>
++ struct QuadMIntersector1MoellerTrumbore
++ {
++ __forceinline QuadMIntersector1MoellerTrumbore() {}
++
++ __forceinline QuadMIntersector1MoellerTrumbore(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 vuint<M>& geomID, const vuint<M>& primID) const
++ {
++ UVIdentity<M> mapUV;
++ MoellerTrumboreHitM<M,UVIdentity<M>> hit(mapUV);
++ MoellerTrumboreIntersector1<M> intersector(ray,nullptr);
++ Intersect1EpilogM<M,filter> epilog(ray,context,geomID,primID);
++
++ /* intersect first triangle */
++ if (intersector.intersect(ray,v0,v1,v3,mapUV,hit))
++ epilog(hit.valid,hit);
++
++ /* intersect second triangle */
++ if (intersector.intersect(ray,v2,v3,v1,mapUV,hit))
++ {
++ hit.U = hit.absDen - hit.U;
++ hit.V = hit.absDen - hit.V;
++ 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 vuint<M>& geomID, const vuint<M>& primID) const
++ {
++ UVIdentity<M> mapUV;
++ MoellerTrumboreHitM<M,UVIdentity<M>> hit(mapUV);
++ MoellerTrumboreIntersector1<M> intersector(ray,nullptr);
++ Occluded1EpilogM<M,filter> epilog(ray,context,geomID,primID);
++
++ /* intersect first triangle */
++ if (intersector.intersect(ray,v0,v1,v3,mapUV,hit))
++ {
++ if (epilog(hit.valid,hit))
++ return true;
++ }
++
++ /* intersect second triangle */
++ if (intersector.intersect(ray,v2,v3,v1,mapUV,hit))
++ {
++ hit.U = hit.absDen - hit.U;
++ hit.V = hit.absDen - hit.V;
++ if (epilog(hit.valid,hit))
++ return true;
++ }
++ return false;
++ }
++ };
++
++ #if defined(__AVX__)
++
++ /*! Intersects 4 quads with 1 ray using AVX */
++ template<bool filter>
++ struct QuadMIntersector1MoellerTrumbore<4,filter>
++ {
++ __forceinline QuadMIntersector1MoellerTrumbore() {}
++
++ __forceinline QuadMIntersector1MoellerTrumbore(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 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;
++ MoellerTrumboreHitM<8,UVIdentity<8>> hit(mapUV);
++ MoellerTrumboreIntersector1<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)))
++ {
++ vfloat8 U = hit.U, V = hit.V, absDen = hit.absDen;
++
++ #if !defined(EMBREE_BACKFACE_CULLING)
++ hit.U = select(flags,absDen-V,U);
++ hit.V = select(flags,absDen-U,V);
++ hit.vNg *= select(flags,vfloat8(-1.0f),vfloat8(1.0f)); // FIXME: use XOR
++ #else
++ hit.U = select(flags,absDen-U,U);
++ hit.V = select(flags,absDen-V,V);
++ #endif
++ 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 vuint4& geomID, const vuint4& primID) const
++ {
++ return intersect(ray,v0,v1,v2,v3,Intersect1EpilogM<8,filter>(ray,context,vuint8(geomID),vuint8(primID)));
++ }
++
++ __forceinline bool occluded(Ray& ray, IntersectContext* context,
++ const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
++ const vuint4& geomID, const vuint4& primID) const
++ {
++ return intersect(ray,v0,v1,v2,v3,Occluded1EpilogM<8,filter>(ray,context,vuint8(geomID),vuint8(primID)));
++ }
++ };
++
++ #endif
++
++ /* ----------------------------- */
++ /* -- ray packet intersectors -- */
++ /* ----------------------------- */
++
++
++ struct MoellerTrumboreIntersector1KTriangleM
++ {
++ /*! Intersect k'th ray from ray packet of size K with M triangles. */
++ template<int M, int K, typename Epilog>
++ static __forceinline bool intersect(RayK<K>& ray,
++ size_t k,
++ const Vec3vf<M>& tri_v0,
++ const Vec3vf<M>& tri_e1,
++ const Vec3vf<M>& tri_e2,
++ const Vec3vf<M>& tri_Ng,
++ const vbool<M>& flags,
++ const Epilog& epilog)
++ {
++ /* calculate denominator */
++ const Vec3vf<M> O = broadcast<vfloat<M>>(ray.org,k);
++ const Vec3vf<M> D = broadcast<vfloat<M>>(ray.dir,k);
++ const Vec3vf<M> C = Vec3vf<M>(tri_v0) - O;
++ const Vec3vf<M> R = cross(C,D);
++ const vfloat<M> den = dot(Vec3vf<M>(tri_Ng),D);
++ const vfloat<M> absDen = abs(den);
++ const vfloat<M> sgnDen = signmsk(den);
++
++ /* perform edge tests */
++ const vfloat<M> U = dot(R,Vec3vf<M>(tri_e2)) ^ sgnDen;
++ const vfloat<M> V = dot(R,Vec3vf<M>(tri_e1)) ^ sgnDen;
++
++ /* perform backface culling */
++ #if defined(EMBREE_BACKFACE_CULLING)
++ vbool<M> valid = (den < vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen);
++ #else
++ vbool<M> valid = (den != vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen);
++ #endif
++ if (likely(none(valid))) return false;
++
++ /* perform depth test */
++ const vfloat<M> T = dot(Vec3vf<M>(tri_Ng),C) ^ sgnDen;
++ valid &= (absDen*vfloat<M>(ray.tnear()[k]) < T) & (T <= absDen*vfloat<M>(ray.tfar[k]));
++ if (likely(none(valid))) return false;
++
++ /* calculate hit information */
++ QuadHitM<M> hit(valid,U,V,T,absDen,tri_Ng,flags);
++ return epilog(valid,hit);
++ }
++
++ template<int M, int K, typename Epilog>
++ static __forceinline bool intersect1(RayK<K>& ray,
++ size_t k,
++ const Vec3vf<M>& v0,
++ const Vec3vf<M>& v1,
++ const Vec3vf<M>& v2,
++ const vbool<M>& flags,
++ const Epilog& epilog)
++ {
++ const Vec3vf<M> e1 = v0-v1;
++ const Vec3vf<M> e2 = v2-v0;
++ const Vec3vf<M> Ng = cross(e2,e1);
++ return intersect<M,K>(ray,k,v0,e1,e2,Ng,flags,epilog);
++ }
++ };
++
++ template<int M, int K, bool filter>
++ struct QuadMIntersectorKMoellerTrumboreBase
++ {
++ __forceinline QuadMIntersectorKMoellerTrumboreBase(const vbool<K>& valid, const RayK<K>& ray) {}
++
++ /*! Intersects K rays with one of M triangles. */
++ template<typename Epilog>
++ __forceinline vbool<K> intersectK(const vbool<K>& valid0,
++ RayK<K>& ray,
++ const Vec3vf<K>& tri_v0,
++ const Vec3vf<K>& tri_e1,
++ const Vec3vf<K>& tri_e2,
++ const Vec3vf<K>& tri_Ng,
++ const vbool<K>& flags,
++ const Epilog& epilog) const
++ {
++ /* calculate denominator */
++ vbool<K> valid = valid0;
++ const Vec3vf<K> C = tri_v0 - ray.org;
++ const Vec3vf<K> R = cross(C,ray.dir);
++ const vfloat<K> den = dot(tri_Ng,ray.dir);
++ const vfloat<K> absDen = abs(den);
++ const vfloat<K> sgnDen = signmsk(den);
++
++ /* test against edge p2 p0 */
++ const vfloat<K> U = dot(R,tri_e2) ^ sgnDen;
++ valid &= U >= 0.0f;
++ if (likely(none(valid))) return false;
++
++ /* test against edge p0 p1 */
++ const vfloat<K> V = dot(R,tri_e1) ^ sgnDen;
++ valid &= V >= 0.0f;
++ if (likely(none(valid))) return false;
++
++ /* test against edge p1 p2 */
++ const vfloat<K> W = absDen-U-V;
++ valid &= W >= 0.0f;
++ if (likely(none(valid))) return false;
++
++ /* perform depth test */
++ const vfloat<K> T = dot(tri_Ng,C) ^ sgnDen;
++ valid &= (absDen*ray.tnear() < T) & (T <= absDen*ray.tfar);
++ if (unlikely(none(valid))) return false;
++
++ /* perform backface culling */
++ #if defined(EMBREE_BACKFACE_CULLING)
++ valid &= den < vfloat<K>(zero);
++ if (unlikely(none(valid))) return false;
++ #else
++ valid &= den != vfloat<K>(zero);
++ if (unlikely(none(valid))) return false;
++ #endif
++
++ /* calculate hit information */
++ QuadHitK<K> hit(U,V,T,absDen,tri_Ng,flags);
++ return epilog(valid,hit);
++ }
++
++ /*! Intersects K rays with one of M quads. */
++ template<typename Epilog>
++ __forceinline vbool<K> intersectK(const vbool<K>& valid0,
++ RayK<K>& ray,
++ const Vec3vf<K>& tri_v0,
++ const Vec3vf<K>& tri_v1,
++ const Vec3vf<K>& tri_v2,
++ const vbool<K>& flags,
++ const Epilog& epilog) const
++ {
++ const Vec3vf<K> e1 = tri_v0-tri_v1;
++ const Vec3vf<K> e2 = tri_v2-tri_v0;
++ const Vec3vf<K> Ng = cross(e2,e1);
++ return intersectK(valid0,ray,tri_v0,e1,e2,Ng,flags,epilog);
++ }
++
++ /*! Intersects K rays with one of M quads. */
++ template<typename Epilog>
++ __forceinline bool intersectK(const vbool<K>& valid0,
++ RayK<K>& ray,
++ const Vec3vf<K>& v0,
++ const Vec3vf<K>& v1,
++ const Vec3vf<K>& v2,
++ const Vec3vf<K>& v3,
++ const Epilog& epilog) const
++ {
++ intersectK(valid0,ray,v0,v1,v3,vbool<K>(false),epilog);
++ if (none(valid0)) return true;
++ intersectK(valid0,ray,v2,v3,v1,vbool<K>(true ),epilog);
++ return none(valid0);
++ }
++ };
++
++ template<int M, int K, bool filter>
++ struct QuadMIntersectorKMoellerTrumbore : public QuadMIntersectorKMoellerTrumboreBase<M,K,filter>
++ {
++ __forceinline QuadMIntersectorKMoellerTrumbore(const vbool<K>& valid, const RayK<K>& ray)
++ : QuadMIntersectorKMoellerTrumboreBase<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 vuint<M>& geomID, const vuint<M>& primID) const
++ {
++ Intersect1KEpilogM<M,K,filter> epilog(ray,k,context,geomID,primID);
++ MoellerTrumboreIntersector1KTriangleM::intersect1<M,K>(ray,k,v0,v1,v3,vbool<M>(false),epilog);
++ MoellerTrumboreIntersector1KTriangleM::intersect1<M,K>(ray,k,v2,v3,v1,vbool<M>(true ),epilog);
++ }
++
++ __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 vuint<M>& geomID, const vuint<M>& primID) const
++ {
++ Occluded1KEpilogM<M,K,filter> epilog(ray,k,context,geomID,primID);
++ if (MoellerTrumboreIntersector1KTriangleM::intersect1<M,K>(ray,k,v0,v1,v3,vbool<M>(false),epilog)) return true;
++ if (MoellerTrumboreIntersector1KTriangleM::intersect1<M,K>(ray,k,v2,v3,v1,vbool<M>(true ),epilog)) return true;
++ return false;
++ }
++ };
++
++
++ #if defined(__AVX__)
++
++ /*! Intersects 4 quads with 1 ray using AVX */
++ template<int K, bool filter>
++ struct QuadMIntersectorKMoellerTrumbore<4,K,filter> : public QuadMIntersectorKMoellerTrumboreBase<4,K,filter>
++ {
++ __forceinline QuadMIntersectorKMoellerTrumbore(const vbool<K>& valid, const RayK<K>& ray)
++ : QuadMIntersectorKMoellerTrumboreBase<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 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
++ const vbool8 flags(0,0,0,0,1,1,1,1);
++ return MoellerTrumboreIntersector1KTriangleM::intersect1<8,K>(ray,k,vtx0,vtx1,vtx2,flags,epilog);
++ }
++
++ __forceinline bool intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context,
++ const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
++ const vuint4& geomID, const vuint4& primID) const
++ {
++ return intersect1(ray,k,v0,v1,v2,v3,Intersect1KEpilogM<8,K,filter>(ray,k,context,vuint8(geomID),vuint8(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 vuint4& geomID, const vuint4& primID) const
++ {
++ return intersect1(ray,k,v0,v1,v2,v3,Occluded1KEpilogM<8,K,filter>(ray,k,context,vuint8(geomID),vuint8(primID)));
++ }
++ };
++
++ #endif
++ }
++ }