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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "triangle.h"
++ #include "intersector_epilog.h"
++
++ /*! This intersector implements a modified version of the Woop's ray-triangle intersection test */
++
++ namespace embree
++ {
++ namespace isa
++ {
++ template<int M>
++ struct WoopHitM
++ {
++ __forceinline WoopHitM() {}
++
++ __forceinline WoopHitM(const vbool<M>& valid,
++ const vfloat<M>& U,
++ const vfloat<M>& V,
++ const vfloat<M>& T,
++ const vfloat<M>& inv_det,
++ const Vec3vf<M>& Ng)
++ : U(U), V(V), T(T), inv_det(inv_det), valid(valid), vNg(Ng) {}
++
++ __forceinline void finalize()
++ {
++ vt = T;
++ vu = U*inv_det;
++ vv = V*inv_det;
++ }
++
++ __forceinline Vec2f uv (const size_t i) const { return Vec2f(vu[i],vv[i]); }
++ __forceinline float t (const size_t i) const { return vt[i]; }
++ __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); }
++
++ private:
++ const vfloat<M> U;
++ const vfloat<M> V;
++ const vfloat<M> T;
++ const vfloat<M> inv_det;
++
++ public:
++ const vbool<M> valid;
++ vfloat<M> vu;
++ vfloat<M> vv;
++ vfloat<M> vt;
++ Vec3vf<M> vNg;
++ };
++
++ template<int M>
++ struct WoopPrecalculations1
++ {
++ unsigned int kx,ky,kz;
++ Vec3vf<M> org;
++ Vec3fa S;
++ __forceinline WoopPrecalculations1() {}
++
++ __forceinline WoopPrecalculations1(const Ray& ray, const void* ptr)
++ {
++ kz = maxDim(abs(ray.dir));
++ kx = (kz+1) % 3;
++ ky = (kx+1) % 3;
++ const float inv_dir_kz = rcp(ray.dir[kz]);
++ if (ray.dir[kz]) std::swap(kx,ky);
++ S.x = ray.dir[kx] * inv_dir_kz;
++ S.y = ray.dir[ky] * inv_dir_kz;
++ S.z = inv_dir_kz;
++ org = Vec3vf<M>(ray.org[kx],ray.org[ky],ray.org[kz]);
++ }
++ };
++
++
++ template<int M>
++ struct WoopIntersector1
++ {
++
++ typedef WoopPrecalculations1<M> Precalculations;
++
++ __forceinline WoopIntersector1() {}
++
++ __forceinline WoopIntersector1(const Ray& ray, const void* ptr) {}
++
++ static __forceinline bool intersect(const vbool<M>& valid0,
++ Ray& ray,
++ const Precalculations& pre,
++ const Vec3vf<M>& tri_v0,
++ const Vec3vf<M>& tri_v1,
++ const Vec3vf<M>& tri_v2,
++ WoopHitM<M>& hit)
++ {
++ vbool<M> valid = valid0;
++
++ /* vertices relative to ray origin */
++ const Vec3vf<M> org = Vec3vf<M>(pre.org.x,pre.org.y,pre.org.z);
++ const Vec3vf<M> A = Vec3vf<M>(tri_v0[pre.kx],tri_v0[pre.ky],tri_v0[pre.kz]) - org;
++ const Vec3vf<M> B = Vec3vf<M>(tri_v1[pre.kx],tri_v1[pre.ky],tri_v1[pre.kz]) - org;
++ const Vec3vf<M> C = Vec3vf<M>(tri_v2[pre.kx],tri_v2[pre.ky],tri_v2[pre.kz]) - org;
++
++ /* shear and scale vertices */
++ const vfloat<M> Ax = nmadd(A.z,pre.S.x,A.x);
++ const vfloat<M> Ay = nmadd(A.z,pre.S.y,A.y);
++ const vfloat<M> Bx = nmadd(B.z,pre.S.x,B.x);
++ const vfloat<M> By = nmadd(B.z,pre.S.y,B.y);
++ const vfloat<M> Cx = nmadd(C.z,pre.S.x,C.x);
++ const vfloat<M> Cy = nmadd(C.z,pre.S.y,C.y);
++
++ /* scaled barycentric */
++ const vfloat<M> U0 = Cx*By;
++ const vfloat<M> U1 = Cy*Bx;
++ const vfloat<M> V0 = Ax*Cy;
++ const vfloat<M> V1 = Ay*Cx;
++ const vfloat<M> W0 = Bx*Ay;
++ const vfloat<M> W1 = By*Ax;
++ #if !defined(__AVX512F__)
++ valid &= (U0 >= U1) & (V0 >= V1) & (W0 >= W1) |
++ (U0 <= U1) & (V0 <= V1) & (W0 <= W1);
++ #else
++ valid &= ge(ge(U0 >= U1,V0,V1),W0,W1) | le(le(U0 <= U1,V0,V1),W0,W1);
++ #endif
++
++ if (likely(none(valid))) return false;
++ const vfloat<M> U = U0-U1;
++ const vfloat<M> V = V0-V1;
++ const vfloat<M> W = W0-W1;
++
++ const vfloat<M> det = U+V+W;
++
++ valid &= det != 0.0f;
++ const vfloat<M> inv_det = rcp(det);
++
++ const vfloat<M> Az = pre.S.z * A.z;
++ const vfloat<M> Bz = pre.S.z * B.z;
++ const vfloat<M> Cz = pre.S.z * C.z;
++ const vfloat<M> T = madd(U,Az,madd(V,Bz,W*Cz));
++ const vfloat<M> t = T * inv_det;
++ /* perform depth test */
++ valid &= (vfloat<M>(ray.tnear()) < t) & (t <= vfloat<M>(ray.tfar));
++ if (likely(none(valid))) return false;
++
++ const Vec3vf<M> tri_Ng = cross(tri_v2-tri_v0,tri_v0-tri_v1);
++
++ /* update hit information */
++ new (&hit) WoopHitM<M>(valid,U,V,t,inv_det,tri_Ng);
++ return true;
++ }
++
++ static __forceinline bool intersect(Ray& ray,
++ const Precalculations& pre,
++ const Vec3vf<M>& v0,
++ const Vec3vf<M>& v1,
++ const Vec3vf<M>& v2,
++ WoopHitM<M>& hit)
++ {
++ vbool<M> valid = true;
++ return intersect(valid,ray,pre,v0,v1,v2,hit);
++ }
++
++
++ template<typename Epilog>
++ static __forceinline bool intersect(Ray& ray,
++ const Precalculations& pre,
++ const Vec3vf<M>& v0,
++ const Vec3vf<M>& v1,
++ const Vec3vf<M>& v2,
++ const Epilog& epilog)
++ {
++ WoopHitM<M> hit;
++ if (likely(intersect(ray,pre,v0,v1,v2,hit))) return epilog(hit.valid,hit);
++ return false;
++ }
++
++ template<typename Epilog>
++ static __forceinline bool intersect(const vbool<M>& valid,
++ Ray& ray,
++ const Precalculations& pre,
++ const Vec3vf<M>& v0,
++ const Vec3vf<M>& v1,
++ const Vec3vf<M>& v2,
++ const Epilog& epilog)
++ {
++ WoopHitM<M> hit;
++ if (likely(intersect(valid,ray,pre,v0,v1,v2,hit))) return epilog(hit.valid,hit);
++ return false;
++ }
++ };
++
++ #if 0
++ template<int K>
++ struct WoopHitK
++ {
++ __forceinline WoopHitK(const vfloat<K>& U, const vfloat<K>& V, const vfloat<K>& T, const vfloat<K>& absDen, const Vec3vf<K>& Ng)
++ : U(U), V(V), T(T), absDen(absDen), 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> u = U * rcpAbsDen;
++ const vfloat<K> v = V * rcpAbsDen;
++ 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 Vec3vf<K> Ng;
++ };
++
++ template<int M, int K>
++ struct WoopIntersectorK
++ {
++ __forceinline WoopIntersectorK(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>& ray_org,
++ const Vec3vf<K>& ray_dir,
++ const vfloat<K>& ray_tnear,
++ const vfloat<K>& ray_tfar,
++ const Vec3vf<K>& tri_v0,
++ const Vec3vf<K>& tri_e1,
++ const Vec3vf<K>& tri_e2,
++ const Vec3vf<K>& tri_Ng,
++ 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(tri_e2,R) ^ sgnDen;
++ valid &= U >= 0.0f;
++ if (likely(none(valid))) return false;
++
++ /* test against edge p0 p1 */
++ const vfloat<K> V = dot(tri_e1,R) ^ 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 */
++ WoopHitK<K> hit(U,V,T,absDen,tri_Ng);
++ return epilog(valid,hit);
++ }
++
++ /*! 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_v1,
++ const Vec3vf<K>& tri_v2,
++ 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.org,ray.dir,ray.tnear(),ray.tfar,tri_v0,e1,e2,Ng,epilog);
++ }
++
++ /*! Intersects K rays with one of M triangles. */
++ template<typename Epilog>
++ __forceinline vbool<K> intersectEdgeK(const vbool<K>& valid0,
++ RayK<K>& ray,
++ const Vec3vf<K>& tri_v0,
++ const Vec3vf<K>& tri_e1,
++ const Vec3vf<K>& tri_e2,
++ const Epilog& epilog) const
++ {
++ const Vec3vf<K> tri_Ng = cross(tri_e2,tri_e1);
++ return intersectK(valid0,ray.org,ray.dir,ray.tnear(),ray.tfar,tri_v0,tri_e1,tri_e2,tri_Ng,epilog);
++ }
++
++ /*! Intersect k'th ray from ray packet of size K with M triangles. */
++ __forceinline bool intersectEdge(RayK<K>& ray,
++ size_t k,
++ const Vec3vf<M>& tri_v0,
++ const Vec3vf<M>& tri_e1,
++ const Vec3vf<M>& tri_e2,
++ WoopHitM<M>& hit) const
++ {
++ /* calculate denominator */
++ typedef Vec3vf<M> Vec3vfM;
++ const Vec3vf<M> tri_Ng = cross(tri_e2,tri_e1);
++
++ const Vec3vfM O = broadcast<vfloat<M>>(ray.org,k);
++ const Vec3vfM D = broadcast<vfloat<M>>(ray.dir,k);
++ const Vec3vfM C = Vec3vfM(tri_v0) - O;
++ const Vec3vfM R = cross(C,D);
++ const vfloat<M> den = dot(Vec3vfM(tri_Ng),D);
++ const vfloat<M> absDen = abs(den);
++ const vfloat<M> sgnDen = signmsk(den);
++
++ /* perform edge tests */
++ const vfloat<M> U = dot(Vec3vf<M>(tri_e2),R) ^ sgnDen;
++ const vfloat<M> V = dot(Vec3vf<M>(tri_e1),R) ^ 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 */
++ new (&hit) WoopHitM<M>(valid,U,V,T,absDen,tri_Ng);
++ return true;
++ }
++
++ __forceinline bool intersectEdge(RayK<K>& ray,
++ size_t k,
++ const BBox<vfloat<M>>& time_range,
++ const Vec3vf<M>& tri_v0,
++ const Vec3vf<M>& tri_e1,
++ const Vec3vf<M>& tri_e2,
++ WoopHitM<M>& hit) const
++ {
++ if (likely(intersect(ray,k,tri_v0,tri_e1,tri_e2,hit)))
++ {
++ hit.valid &= time_range.lower <= vfloat<M>(ray.time[k]);
++ hit.valid &= vfloat<M>(ray.time[k]) < time_range.upper;
++ return any(hit.valid);
++ }
++ return false;
++ }
++
++ template<typename Epilog>
++ __forceinline bool intersectEdge(RayK<K>& ray,
++ size_t k,
++ const Vec3vf<M>& tri_v0,
++ const Vec3vf<M>& tri_e1,
++ const Vec3vf<M>& tri_e2,
++ const Epilog& epilog) const
++ {
++ WoopHitM<M> hit;
++ if (likely(intersectEdge(ray,k,tri_v0,tri_e1,tri_e2,hit))) return epilog(hit.valid,hit);
++ return false;
++ }
++
++ template<typename Epilog>
++ __forceinline bool intersectEdge(RayK<K>& ray,
++ size_t k,
++ const BBox<vfloat<M>>& time_range,
++ const Vec3vf<M>& tri_v0,
++ const Vec3vf<M>& tri_e1,
++ const Vec3vf<M>& tri_e2,
++ const Epilog& epilog) const
++ {
++ WoopHitM<M> hit;
++ if (likely(intersectEdge(ray,k,time_range,tri_v0,tri_e1,tri_e2,hit))) return epilog(hit.valid,hit);
++ return false;
++ }
++
++ template<typename Epilog>
++ __forceinline bool intersect(RayK<K>& ray,
++ size_t k,
++ const Vec3vf<M>& v0,
++ const Vec3vf<M>& v1,
++ const Vec3vf<M>& v2,
++ const Epilog& epilog) const
++ {
++ const Vec3vf<M> e1 = v0-v1;
++ const Vec3vf<M> e2 = v2-v0;
++ return intersectEdge(ray,k,v0,e1,e2,epilog);
++ }
++
++ template<typename Epilog>
++ __forceinline bool intersect(RayK<K>& ray,
++ size_t k,
++ const BBox<vfloat<M>>& time_range,
++ const Vec3vf<M>& v0,
++ const Vec3vf<M>& v1,
++ const Vec3vf<M>& v2,
++ const Epilog& epilog) const
++ {
++ const Vec3vf<M> e1 = v0-v1;
++ const Vec3vf<M> e2 = v2-v0;
++ return intersectEdge(ray,k,time_range,v0,e1,e2,epilog);
++ }
++ };
++ #endif
++ }
++ }