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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "subgrid_intersector.h"
++
++ namespace embree
++ {
++ namespace isa
++ {
++ template<int N, bool filter>
++ struct SubGridMBIntersector1Pluecker
++ {
++ typedef SubGridMBQBVHN<N> Primitive;
++ typedef SubGridQuadMIntersector1Pluecker<4,filter> Precalculations;
++
++ static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ float ftime;
++ const int itime = mesh->timeSegment(ray.time(), ftime);
++ Vec3vf4 v0,v1,v2,v3; subgrid.gatherMB(v0,v1,v2,v3,context->scene,itime,ftime);
++ pre.intersect(ray,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ float ftime;
++ const int itime = mesh->timeSegment(ray.time(), ftime);
++
++ Vec3vf4 v0,v1,v2,v3; subgrid.gatherMB(v0,v1,v2,v3,context->scene,itime,ftime);
++ return pre.occluded(ray,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const SubGrid& subgrid)
++ {
++ return PrimitivePointQuery1<Primitive>::pointQuery(query, context, subgrid);
++ }
++
++ template<bool robust>
++ static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ const float time = prim[i].adjustTime(ray.time());
++
++ assert(time <= 1.0f);
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,time,dist);
++ #if defined(__AVX__)
++ STAT3(normal.trav_hit_boxes[popcnt(mask)],1,1,1);
++ #endif
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ if (unlikely(dist[ID] > ray.tfar)) continue;
++ intersect(pre,ray,context,prim[i].subgrid(ID));
++ }
++ }
++ }
++
++ template<bool robust>
++ static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++ for (size_t i=0;i<num;i++)
++ {
++ const float time = prim[i].adjustTime(ray.time());
++ assert(time <= 1.0f);
++ vfloat<N> dist;
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,time,dist);
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ if (occluded(pre,ray,context,prim[i].subgrid(ID)))
++ return true;
++ }
++ }
++ return false;
++ }
++
++ static __forceinline bool pointQuery(const Accel::Intersectors* This, PointQuery* query, PointQueryContext* context, const Primitive* prim, size_t num, const TravPointQuery<N> &tquery, size_t& lazy_node)
++ {
++ assert(false && "not implemented");
++ return false;
++ }
++ };
++
++
++ template<int N, int K, bool filter>
++ struct SubGridMBIntersectorKPluecker
++ {
++ typedef SubGridMBQBVHN<N> Primitive;
++ typedef SubGridQuadMIntersectorKPluecker<4,K,filter> Precalculations;
++
++ static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ size_t m_valid = movemask(valid_i);
++ while(m_valid)
++ {
++ size_t ID = bscf(m_valid);
++ intersect(pre,ray,ID,context,subgrid);
++ }
++ }
++
++ static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const SubGrid& subgrid)
++ {
++ vbool<K> valid0 = valid_i;
++ size_t m_valid = movemask(valid_i);
++ while(m_valid)
++ {
++ size_t ID = bscf(m_valid);
++ if (occluded(pre,ray,ID,context,subgrid))
++ clear(valid0,ID);
++ }
++ return !valid0;
++ }
++
++ static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(normal.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ vfloat<K> ftime;
++ const vint<K> itime = mesh->timeSegment<K>(ray.time(), ftime);
++ Vec3vf4 v0,v1,v2,v3; subgrid.gatherMB(v0,v1,v2,v3,context->scene,itime[k],ftime[k]);
++ pre.intersect1(ray,k,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const SubGrid& subgrid)
++ {
++ STAT3(shadow.trav_prims,1,1,1);
++ const GridMesh* mesh = context->scene->get<GridMesh>(subgrid.geomID());
++ const GridMesh::Grid &g = mesh->grid(subgrid.primID());
++
++ vfloat<K> ftime;
++ const vint<K> itime = mesh->timeSegment<K>(ray.time(), ftime);
++ Vec3vf4 v0,v1,v2,v3; subgrid.gatherMB(v0,v1,v2,v3,context->scene,itime[k],ftime[k]);
++ return pre.occluded1(ray,k,context,v0,v1,v2,v3,g,subgrid);
++ }
++
++ template<bool robust>
++ static __forceinline void intersect(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
++ for (size_t j=0;j<num;j++)
++ {
++ size_t m_valid = movemask(prim[j].qnode.validMask());
++ const vfloat<K> time = prim[j].template adjustTime<K>(ray.time());
++
++ vfloat<K> dist;
++ while(m_valid)
++ {
++ const size_t i = bscf(m_valid);
++ if (none(valid & isecK.intersectK(&prim[j].qnode,i,tray,time,dist))) continue;
++ intersect(valid,pre,ray,context,prim[j].subgrid(i));
++ }
++ }
++ }
++
++ template<bool robust>
++ static __forceinline vbool<K> occluded(const vbool<K>& valid, const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const Primitive* prim, size_t num, const TravRayK<K, robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersectorK<N,K,robust> isecK;
++
++ vbool<K> valid0 = valid;
++ for (size_t j=0;j<num;j++)
++ {
++ size_t m_valid = movemask(prim[j].qnode.validMask());
++ const vfloat<K> time = prim[j].template adjustTime<K>(ray.time());
++ vfloat<K> dist;
++ while(m_valid)
++ {
++ const size_t i = bscf(m_valid);
++ if (none(valid0 & isecK.intersectK(&prim[j].qnode,i,tray,time,dist))) continue;
++ valid0 &= !occluded(valid0,pre,ray,context,prim[j].subgrid(i));
++ if (none(valid0)) break;
++ }
++ }
++ return !valid0;
++ }
++
++ template<bool robust>
++ static __forceinline void intersect(const Accel::Intersectors* This, Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ const float time = prim[i].adjustTime(ray.time()[k]);
++ assert(time <= 1.0f);
++
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,time,dist);
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ if (unlikely(dist[ID] > ray.tfar[k])) continue;
++ intersect(pre,ray,k,context,prim[i].subgrid(ID));
++ }
++ }
++ }
++
++ template<bool robust>
++ static __forceinline bool occluded(const Accel::Intersectors* This, Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive* prim, size_t num, const TravRay<N,robust> &tray, size_t& lazy_node)
++ {
++ BVHNQuantizedBaseNodeIntersector1<N,robust> isec1;
++
++ for (size_t i=0;i<num;i++)
++ {
++ vfloat<N> dist;
++ const float time = prim[i].adjustTime(ray.time()[k]);
++ assert(time <= 1.0f);
++
++ size_t mask = isec1.intersect(&prim[i].qnode,tray,time,dist);
++ while(mask != 0)
++ {
++ const size_t ID = bscf(mask);
++ if (occluded(pre,ray,k,context,prim[i].subgrid(ID)))
++ return true;
++ }
++ }
++ return false;
++ }
++ };
++ }
++ }