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++ // Copyright 2009-2021 Intel Corporation
++ // SPDX-License-Identifier: Apache-2.0
++
++ #pragma once
++
++ #include "primitive.h"
++ #include "../common/scene.h"
++
++ namespace embree
++ {
++ /* Stores M triangles from an indexed face set */
++ template <int M>
++ struct TriangleMi
++ {
++ /* Virtual interface to query information about the triangle type */
++ struct Type : public PrimitiveType
++ {
++ const char* name() const;
++ size_t sizeActive(const char* This) const;
++ size_t sizeTotal(const char* This) const;
++ size_t getBytes(const char* This) const;
++ };
++ static Type type;
++
++ public:
++
++ /* primitive supports multiple time segments */
++ static const bool singleTimeSegment = false;
++
++ /* Returns maximum number of stored triangles */
++ static __forceinline size_t max_size() { return M; }
++
++ /* Returns required number of primitive blocks for N primitives */
++ static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); }
++
++ public:
++
++ /* Default constructor */
++ __forceinline TriangleMi() { }
++
++ /* Construction from vertices and IDs */
++ __forceinline TriangleMi(const vuint<M>& v0,
++ const vuint<M>& v1,
++ const vuint<M>& v2,
++ const vuint<M>& geomIDs,
++ const vuint<M>& primIDs)
++ #if defined(EMBREE_COMPACT_POLYS)
++ : geomIDs(geomIDs), primIDs(primIDs) {}
++ #else
++ : v0_(v0), v1_(v1), v2_(v2), geomIDs(geomIDs), primIDs(primIDs) {}
++ #endif
++
++ /* Returns a mask that tells which triangles are valid */
++ __forceinline vbool<M> valid() const { return primIDs != vuint<M>(-1); }
++
++ /* Returns if the specified triangle is valid */
++ __forceinline bool valid(const size_t i) const { assert(i<M); return primIDs[i] != -1; }
++
++ /* Returns the number of stored triangles */
++ __forceinline size_t size() const { return bsf(~movemask(valid())); }
++
++ /* Returns the geometry IDs */
++ __forceinline vuint<M> geomID() const { return geomIDs; }
++ __forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; }
++
++ /* Returns the primitive IDs */
++ __forceinline vuint<M> primID() const { return primIDs; }
++ __forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; }
++
++ /* Calculate the bounds of the triangles */
++ __forceinline const BBox3fa bounds(const Scene *const scene, const size_t itime=0) const
++ {
++ BBox3fa bounds = empty;
++ for (size_t i=0; i<M && valid(i); i++) {
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
++ bounds.extend(mesh->bounds(primID(i),itime));
++ }
++ return bounds;
++ }
++
++ /* Calculate the linear bounds of the primitive */
++ __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime) {
++ return LBBox3fa(bounds(scene,itime+0),bounds(scene,itime+1));
++ }
++
++ __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime, size_t numTimeSteps)
++ {
++ LBBox3fa allBounds = empty;
++ for (size_t i=0; i<M && valid(i); i++)
++ {
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
++ allBounds.extend(mesh->linearBounds(primID(i), itime, numTimeSteps));
++ }
++ return allBounds;
++ }
++
++ __forceinline LBBox3fa linearBounds(const Scene *const scene, const BBox1f time_range)
++ {
++ LBBox3fa allBounds = empty;
++ for (size_t i=0; i<M && valid(i); i++)
++ {
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i));
++ allBounds.extend(mesh->linearBounds(primID(i), time_range));
++ }
++ return allBounds;
++ }
++
++ /* Non-temporal store */
++ __forceinline static void store_nt(TriangleMi* dst, const TriangleMi& src)
++ {
++ #if !defined(EMBREE_COMPACT_POLYS)
++ vuint<M>::store_nt(&dst->v0_,src.v0_);
++ vuint<M>::store_nt(&dst->v1_,src.v1_);
++ vuint<M>::store_nt(&dst->v2_,src.v2_);
++ #endif
++ vuint<M>::store_nt(&dst->geomIDs,src.geomIDs);
++ vuint<M>::store_nt(&dst->primIDs,src.primIDs);
++ }
++
++ /* Fill triangle from triangle list */
++ template<typename PrimRefT>
++ __forceinline void fill(const PrimRefT* prims, size_t& begin, size_t end, Scene* scene)
++ {
++ vuint<M> v0 = zero, v1 = zero, v2 = zero;
++ vuint<M> geomID = -1, primID = -1;
++ const PrimRefT* prim = &prims[begin];
++
++ for (size_t i=0; i<M; i++)
++ {
++ if (begin<end) {
++ geomID[i] = prim->geomID();
++ primID[i] = prim->primID();
++ #if !defined(EMBREE_COMPACT_POLYS)
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(prim->geomID());
++ const TriangleMesh::Triangle& tri = mesh->triangle(prim->primID());
++ unsigned int int_stride = mesh->vertices0.getStride()/4;
++ v0[i] = tri.v[0] * int_stride;
++ v1[i] = tri.v[1] * int_stride;
++ v2[i] = tri.v[2] * int_stride;
++ #endif
++ begin++;
++ } else {
++ assert(i);
++ if (likely(i > 0)) {
++ geomID[i] = geomID[0];
++ primID[i] = -1;
++ v0[i] = v0[0];
++ v1[i] = v0[0];
++ v2[i] = v0[0];
++ }
++ }
++ if (begin<end) prim = &prims[begin];
++ }
++ new (this) TriangleMi(v0,v1,v2,geomID,primID); // FIXME: use non temporal store
++ }
++
++ __forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime)
++ {
++ fill(prims, begin, end, scene);
++ return linearBounds(scene, itime);
++ }
++
++ __forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range)
++ {
++ fill(prims, begin, end, scene);
++ return linearBounds(scene, time_range);
++ }
++
++ /* Updates the primitive */
++ __forceinline BBox3fa update(TriangleMesh* mesh)
++ {
++ BBox3fa bounds = empty;
++ for (size_t i=0; i<M; i++)
++ {
++ if (primID(i) == -1) break;
++ const unsigned int primId = primID(i);
++ const TriangleMesh::Triangle& tri = mesh->triangle(primId);
++ const Vec3fa p0 = mesh->vertex(tri.v[0]);
++ const Vec3fa p1 = mesh->vertex(tri.v[1]);
++ const Vec3fa p2 = mesh->vertex(tri.v[2]);
++ bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2)));
++ }
++ return bounds;
++ }
++
++ protected:
++ #if !defined(EMBREE_COMPACT_POLYS)
++ vuint<M> v0_; // 4 byte offset of 1st vertex
++ vuint<M> v1_; // 4 byte offset of 2nd vertex
++ vuint<M> v2_; // 4 byte offset of 3rd vertex
++ #endif
++ vuint<M> geomIDs; // geometry ID of mesh
++ vuint<M> primIDs; // primitive ID of primitive inside mesh
++ };
++
++ namespace isa
++ {
++
++ template<int M>
++ struct TriangleMi : public embree::TriangleMi<M>
++ {
++ #if !defined(EMBREE_COMPACT_POLYS)
++ using embree::TriangleMi<M>::v0_;
++ using embree::TriangleMi<M>::v1_;
++ using embree::TriangleMi<M>::v2_;
++ #endif
++ using embree::TriangleMi<M>::geomIDs;
++ using embree::TriangleMi<M>::primIDs;
++ using embree::TriangleMi<M>::geomID;
++ using embree::TriangleMi<M>::primID;
++ using embree::TriangleMi<M>::valid;
++
++ /* loads a single vertex */
++ template<int vid>
++ __forceinline Vec3f getVertex(const size_t index, const Scene *const scene) const
++ {
++ #if defined(EMBREE_COMPACT_POLYS)
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
++ const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
++ return (Vec3f) mesh->vertices[0][tri.v[vid]];
++ #else
++ const vuint<M>& v = getVertexOffset<vid>();
++ const float* vertices = scene->vertices[geomID(index)];
++ return (Vec3f&) vertices[v[index]];
++ #endif
++ }
++
++ template<int vid, typename T>
++ __forceinline Vec3<T> getVertex(const size_t index, const Scene *const scene, const size_t itime, const T& ftime) const
++ {
++ #if defined(EMBREE_COMPACT_POLYS)
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
++ const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
++ const Vec3fa v0 = mesh->vertices[itime+0][tri.v[vid]];
++ const Vec3fa v1 = mesh->vertices[itime+1][tri.v[vid]];
++ #else
++ const vuint<M>& v = getVertexOffset<vid>();
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
++ const float* vertices0 = (const float*) mesh->vertexPtr(0,itime+0);
++ const float* vertices1 = (const float*) mesh->vertexPtr(0,itime+1);
++ const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);
++ const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);
++ #endif
++ const Vec3<T> p0(v0.x,v0.y,v0.z);
++ const Vec3<T> p1(v1.x,v1.y,v1.z);
++ return lerp(p0,p1,ftime);
++ }
++
++ template<int vid, int K, typename T>
++ __forceinline Vec3<T> getVertex(const vbool<K>& valid, const size_t index, const Scene *const scene, const vint<K>& itime, const T& ftime) const
++ {
++ Vec3<T> p0, p1;
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
++
++ for (size_t mask=movemask(valid), i=bsf(mask); mask; mask=btc(mask,i), i=bsf(mask))
++ {
++ #if defined(EMBREE_COMPACT_POLYS)
++ const TriangleMesh::Triangle& tri = mesh->triangle(primID(index));
++ const Vec3fa v0 = mesh->vertices[itime[i]+0][tri.v[vid]];
++ const Vec3fa v1 = mesh->vertices[itime[i]+1][tri.v[vid]];
++ #else
++ const vuint<M>& v = getVertexOffset<vid>();
++ const float* vertices0 = (const float*) mesh->vertexPtr(0,itime[i]+0);
++ const float* vertices1 = (const float*) mesh->vertexPtr(0,itime[i]+1);
++ const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]);
++ const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]);
++ #endif
++ p0.x[i] = v0.x; p0.y[i] = v0.y; p0.z[i] = v0.z;
++ p1.x[i] = v1.x; p1.y[i] = v1.y; p1.z[i] = v1.z;
++ }
++ return (T(one)-ftime)*p0 + ftime*p1;
++ }
++
++ struct Triangle {
++ vfloat4 v0,v1,v2;
++ };
++
++ #if defined(EMBREE_COMPACT_POLYS)
++
++ __forceinline Triangle loadTriangle(const int i, const Scene* const scene) const
++ {
++ const unsigned int geomID = geomIDs[i];
++ const unsigned int primID = primIDs[i];
++ if (unlikely(primID == -1)) return { zero, zero, zero };
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID);
++ const TriangleMesh::Triangle& tri = mesh->triangle(primID);
++ const vfloat4 v0 = (vfloat4) mesh->vertices0[tri.v[0]];
++ const vfloat4 v1 = (vfloat4) mesh->vertices0[tri.v[1]];
++ const vfloat4 v2 = (vfloat4) mesh->vertices0[tri.v[2]];
++ return { v0, v1, v2 };
++ }
++
++ __forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const
++ {
++ const unsigned int primID = primIDs[i];
++ if (unlikely(primID == -1)) return { zero, zero, zero };
++ const TriangleMesh::Triangle& tri = mesh->triangle(primID);
++ const vfloat4 v0 = (vfloat4) mesh->vertices[itime][tri.v[0]];
++ const vfloat4 v1 = (vfloat4) mesh->vertices[itime][tri.v[1]];
++ const vfloat4 v2 = (vfloat4) mesh->vertices[itime][tri.v[2]];
++ return { v0, v1, v2 };
++ }
++
++ #else
++
++ __forceinline Triangle loadTriangle(const int i, const Scene* const scene) const
++ {
++ const float* vertices = scene->vertices[geomID(i)];
++ const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);
++ const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);
++ const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);
++ return { v0, v1, v2 };
++ }
++
++ __forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const
++ {
++ const float* vertices = (const float*) mesh->vertexPtr(0,itime);
++ const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]);
++ const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]);
++ const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]);
++ return { v0, v1, v2 };
++ }
++
++ #endif
++
++ /* Gather the triangles */
++ __forceinline void gather(Vec3vf<M>& p0, Vec3vf<M>& p1, Vec3vf<M>& p2, const Scene* const scene) const;
++
++ template<int K>
++ #if defined(__INTEL_COMPILER) && (__INTEL_COMPILER < 2000) // workaround for compiler bug in ICC 2019
++ __noinline
++ #else
++ __forceinline
++ #endif
++ void gather(const vbool<K>& valid,
++ Vec3vf<K>& p0,
++ Vec3vf<K>& p1,
++ Vec3vf<K>& p2,
++ const size_t index,
++ const Scene* const scene,
++ const vfloat<K>& time) const
++ {
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index));
++
++ vfloat<K> ftime;
++ const vint<K> itime = mesh->timeSegment<K>(time, ftime);
++
++ const size_t first = bsf(movemask(valid));
++ if (likely(all(valid,itime[first] == itime)))
++ {
++ p0 = getVertex<0>(index, scene, itime[first], ftime);
++ p1 = getVertex<1>(index, scene, itime[first], ftime);
++ p2 = getVertex<2>(index, scene, itime[first], ftime);
++ } else {
++ p0 = getVertex<0,K>(valid, index, scene, itime, ftime);
++ p1 = getVertex<1,K>(valid, index, scene, itime, ftime);
++ p2 = getVertex<2,K>(valid, index, scene, itime, ftime);
++ }
++ }
++
++ __forceinline void gather(Vec3vf<M>& p0,
++ Vec3vf<M>& p1,
++ Vec3vf<M>& p2,
++ const TriangleMesh* mesh,
++ const Scene *const scene,
++ const int itime) const;
++
++ __forceinline void gather(Vec3vf<M>& p0,
++ Vec3vf<M>& p1,
++ Vec3vf<M>& p2,
++ const Scene *const scene,
++ const float time) const;
++
++
++ #if !defined(EMBREE_COMPACT_POLYS)
++ template<int N> const vuint<M>& getVertexOffset() const;
++ #endif
++ };
++
++ #if !defined(EMBREE_COMPACT_POLYS)
++ template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<0>() const { return v0_; }
++ template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<1>() const { return v1_; }
++ template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<2>() const { return v2_; }
++ #endif
++
++ template<>
++ __forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
++ Vec3vf4& p1,
++ Vec3vf4& p2,
++ const Scene* const scene) const
++ {
++ const Triangle tri0 = loadTriangle(0,scene);
++ const Triangle tri1 = loadTriangle(1,scene);
++ const Triangle tri2 = loadTriangle(2,scene);
++ const Triangle tri3 = loadTriangle(3,scene);
++ transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);
++ transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);
++ transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);
++ }
++
++ template<>
++ __forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
++ Vec3vf4& p1,
++ Vec3vf4& p2,
++ const TriangleMesh* mesh,
++ const Scene *const scene,
++ const int itime) const
++ {
++ const Triangle tri0 = loadTriangle(0,itime,mesh);
++ const Triangle tri1 = loadTriangle(1,itime,mesh);
++ const Triangle tri2 = loadTriangle(2,itime,mesh);
++ const Triangle tri3 = loadTriangle(3,itime,mesh);
++ transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z);
++ transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z);
++ transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z);
++ }
++
++ template<>
++ __forceinline void TriangleMi<4>::gather(Vec3vf4& p0,
++ Vec3vf4& p1,
++ Vec3vf4& p2,
++ const Scene *const scene,
++ const float time) const
++ {
++ const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(0)); // in mblur mode all geometries are identical
++
++ float ftime;
++ const int itime = mesh->timeSegment(time, ftime);
++
++ Vec3vf4 a0,a1,a2; gather(a0,a1,a2,mesh,scene,itime);
++ Vec3vf4 b0,b1,b2; gather(b0,b1,b2,mesh,scene,itime+1);
++ p0 = lerp(a0,b0,vfloat4(ftime));
++ p1 = lerp(a1,b1,vfloat4(ftime));
++ p2 = lerp(a2,b2,vfloat4(ftime));
++ }
++ }
++
++ template<int M>
++ typename TriangleMi<M>::Type TriangleMi<M>::type;
++
++ typedef TriangleMi<4> Triangle4i;
++ }