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++ // 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
++
++
++ }
++ }