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

97 lines
4.0 KiB
C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "triangle.h"
#include "triangle_intersector_moeller.h"
namespace embree
{
namespace isa
{
/*! Intersects M triangles with 1 ray */
template<int M, bool filter>
struct TriangleMIntersector1Moeller
{
typedef TriangleM<M> Primitive;
typedef MoellerTrumboreIntersector1<M> Precalculations;
/*! Intersect a ray with the M triangles and updates the hit. */
static __forceinline void intersect(const Precalculations& pre, RayHit& ray, RayQueryContext* context, const TriangleM<M>& tri)
{
STAT3(normal.trav_prims,1,1,1);
pre.intersectEdge(ray,tri.v0,tri.e1,tri.e2,UVIdentity<M>(),Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
}
/*! Test if the ray is occluded by one of M triangles. */
static __forceinline bool occluded(const Precalculations& pre, Ray& ray, RayQueryContext* context, const TriangleM<M>& tri)
{
STAT3(shadow.trav_prims,1,1,1);
return pre.intersectEdge(ray,tri.v0,tri.e1,tri.e2,UVIdentity<M>(),Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
}
static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
{
return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
}
};
/*! Intersects M triangles with K rays. */
template<int M, int K, bool filter>
struct TriangleMIntersectorKMoeller
{
typedef TriangleM<M> Primitive;
typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
/*! Intersects K rays with M triangles. */
static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, RayQueryContext* context, const TriangleM<M>& tri)
{
STAT_USER(0,TriangleM<M>::max_size());
for (size_t i=0; i<TriangleM<M>::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(normal.trav_prims,1,popcnt(valid_i),K);
const Vec3vf<K> p0 = broadcast<vfloat<K>>(tri.v0,i);
const Vec3vf<K> e1 = broadcast<vfloat<K>>(tri.e1,i);
const Vec3vf<K> e2 = broadcast<vfloat<K>>(tri.e2,i);
pre.intersectEdgeK(valid_i,ray,p0,e1,e2,UVIdentity<K>(),IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
}
}
/*! Test for K rays if they are occluded by any of the M triangles. */
static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, RayQueryContext* context, const TriangleM<M>& tri)
{
vbool<K> valid0 = valid_i;
for (size_t i=0; i<TriangleM<M>::max_size(); i++)
{
if (!tri.valid(i)) break;
STAT3(shadow.trav_prims,1,popcnt(valid0),K);
const Vec3vf<K> p0 = broadcast<vfloat<K>>(tri.v0,i);
const Vec3vf<K> e1 = broadcast<vfloat<K>>(tri.e1,i);
const Vec3vf<K> e2 = broadcast<vfloat<K>>(tri.e2,i);
pre.intersectEdgeK(valid0,ray,p0,e1,e2,UVIdentity<K>(),OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
if (none(valid0)) break;
}
return !valid0;
}
/*! Intersect a ray with M triangles and updates the hit. */
static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, RayQueryContext* context, const TriangleM<M>& tri)
{
STAT3(normal.trav_prims,1,1,1);
pre.intersectEdge(ray,k,tri.v0,tri.e1,tri.e2,UVIdentity<M>(),Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
}
/*! Test if the ray is occluded by one of the M triangles. */
static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, RayQueryContext* context, const TriangleM<M>& tri)
{
STAT3(shadow.trav_prims,1,1,1);
return pre.intersectEdge(ray,k,tri.v0,tri.e1,tri.e2,UVIdentity<M>(),Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
}
};
}
}