godot/thirdparty/embree/kernels/geometry/subgrid_intersector_pluecker.h
Jakub Mateusz Marcowski c43eab55a4
embree: Update to 4.3.1
2024-03-27 22:10:35 +01:00

368 lines
14 KiB
C++

// 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, RayQueryContext* 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, RayQueryContext* 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, RayQueryContext* 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, RayQueryContext* 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, RayQueryContext* 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, RayQueryContext* 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, RayQueryContext* 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, RayQueryContext* 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
}
}