diff options
| author | jfons <joan.fonssanchez@gmail.com> | 2021-05-20 12:49:33 +0200 |
|---|---|---|
| committer | jfons <joan.fonssanchez@gmail.com> | 2021-05-21 17:00:24 +0200 |
| commit | 767e374dced69b45db0afb30ca2ccf0bbbeef672 (patch) | |
| tree | a712cecc2c8cc2c6d6ecdc4a50020d423ddb4c0c /thirdparty/embree/kernels/geometry/trianglev_intersector.h | |
| parent | 42b6602f1d4b108cecb94b94c0d2b645acaebd4f (diff) | |
| download | redot-engine-767e374dced69b45db0afb30ca2ccf0bbbeef672.tar.gz | |
Upgrade Embree to the latest official release.
Since Embree v3.13.0 supports AARCH64, switch back to the
official repo instead of using Embree-aarch64.
`thirdparty/embree/patches/godot-changes.patch` should now contain
an accurate diff of the changes done to the library.
Diffstat (limited to 'thirdparty/embree/kernels/geometry/trianglev_intersector.h')
| -rw-r--r-- | thirdparty/embree/kernels/geometry/trianglev_intersector.h | 206 |
1 files changed, 206 insertions, 0 deletions
diff --git a/thirdparty/embree/kernels/geometry/trianglev_intersector.h b/thirdparty/embree/kernels/geometry/trianglev_intersector.h new file mode 100644 index 0000000000..3abb7f8e32 --- /dev/null +++ b/thirdparty/embree/kernels/geometry/trianglev_intersector.h @@ -0,0 +1,206 @@ +// Copyright 2009-2021 Intel Corporation +// SPDX-License-Identifier: Apache-2.0 + +#pragma once + +#include "triangle.h" +#include "triangle_intersector_pluecker.h" +#include "triangle_intersector_moeller.h" +#include "triangle_intersector_woop.h" + +namespace embree +{ + namespace isa + { + /*! Intersects M triangles with 1 ray */ + template<int M, bool filter> + struct TriangleMvIntersector1Moeller + { + typedef TriangleMv<M> Primitive; + typedef MoellerTrumboreIntersector1<M> Precalculations; + + /*! Intersect a ray with M triangles and updates the hit. */ + static __forceinline void intersect(Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri) + { + STAT3(normal.trav_prims,1,1,1); + pre.intersect(ray,tri.v0,tri.v1,tri.v2,/*UVIdentity<M>(),*/Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID())); + } + + /*! Test if the ray is occluded by one of the M triangles. */ + static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) + { + STAT3(shadow.trav_prims,1,1,1); + return pre.intersect(ray,tri.v0,tri.v1,tri.v2,/*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); + } + }; + + + template<int M, bool filter> + struct TriangleMvIntersector1Woop + { + typedef TriangleMv<M> Primitive; + typedef WoopIntersector1<M> intersec; + typedef WoopPrecalculations1<M> Precalculations; + + /*! Intersect a ray with M triangles and updates the hit. */ + static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri) + { + STAT3(normal.trav_prims,1,1,1); + intersec::intersect(ray,pre,tri.v0,tri.v1,tri.v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID())); + } + + /*! Test if the ray is occluded by one of the M triangles. */ + static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) + { + STAT3(shadow.trav_prims,1,1,1); + return intersec::intersect(ray,pre,tri.v0,tri.v1,tri.v2,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 TriangleMvIntersectorKMoeller + { + typedef TriangleMv<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, IntersectContext* context, const Primitive& tri) + { + for (size_t i=0; i<M; i++) + { + if (!tri.valid(i)) break; + STAT3(normal.trav_prims,1,popcnt(valid_i),K); + const Vec3vf<K> v0 = broadcast<vfloat<K>>(tri.v0,i); + const Vec3vf<K> v1 = broadcast<vfloat<K>>(tri.v1,i); + const Vec3vf<K> v2 = broadcast<vfloat<K>>(tri.v2,i); + pre.intersectK(valid_i,ray,v0,v1,v2,/*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, IntersectContext* context, const Primitive& tri) + { + vbool<K> valid0 = valid_i; + + for (size_t i=0; i<M; i++) + { + if (!tri.valid(i)) break; + STAT3(shadow.trav_prims,1,popcnt(valid_i),K); + const Vec3vf<K> v0 = broadcast<vfloat<K>>(tri.v0,i); + const Vec3vf<K> v1 = broadcast<vfloat<K>>(tri.v1,i); + const Vec3vf<K> v2 = broadcast<vfloat<K>>(tri.v2,i); + pre.intersectK(valid0,ray,v0,v1,v2,/*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, IntersectContext* context, const Primitive& tri) + { + STAT3(normal.trav_prims,1,1,1); + pre.intersect(ray,k,tri.v0,tri.v1,tri.v2,/*UVIdentity<M>(),*/Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID())); //FIXME: M + } + + /*! Test if the ray is occluded by one of the M triangles. */ + static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const Primitive& tri) + { + STAT3(shadow.trav_prims,1,1,1); + return pre.intersect(ray,k,tri.v0,tri.v1,tri.v2,/*UVIdentity<M>(),*/Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID())); //FIXME: M + } + }; + + /*! Intersects M triangles with 1 ray */ + template<int M, bool filter> + struct TriangleMvIntersector1Pluecker + { + typedef TriangleMv<M> Primitive; + typedef PlueckerIntersector1<M> Precalculations; + + /*! Intersect a ray with M triangles and updates the hit. */ + static __forceinline void intersect(Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& tri) + { + STAT3(normal.trav_prims,1,1,1); + pre.intersect(ray,tri.v0,tri.v1,tri.v2,UVIdentity<M>(),Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID())); + } + + /*! Test if the ray is occluded by one of the M triangles. */ + static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& tri) + { + STAT3(shadow.trav_prims,1,1,1); + return pre.intersect(ray,tri.v0,tri.v1,tri.v2,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 TriangleMvIntersectorKPluecker + { + typedef TriangleMv<M> Primitive; + typedef PlueckerIntersectorK<M,K> Precalculations; + + /*! Intersects K rays with M triangles. */ + static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const Primitive& tri) + { + for (size_t i=0; i<M; i++) + { + if (!tri.valid(i)) break; + STAT3(normal.trav_prims,1,popcnt(valid_i),K); + const Vec3vf<K> v0 = broadcast<vfloat<K>>(tri.v0,i); + const Vec3vf<K> v1 = broadcast<vfloat<K>>(tri.v1,i); + const Vec3vf<K> v2 = broadcast<vfloat<K>>(tri.v2,i); + pre.intersectK(valid_i,ray,v0,v1,v2,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, IntersectContext* context, const Primitive& tri) + { + vbool<K> valid0 = valid_i; + + for (size_t i=0; i<M; i++) + { + if (!tri.valid(i)) break; + STAT3(shadow.trav_prims,1,popcnt(valid_i),K); + const Vec3vf<K> v0 = broadcast<vfloat<K>>(tri.v0,i); + const Vec3vf<K> v1 = broadcast<vfloat<K>>(tri.v1,i); + const Vec3vf<K> v2 = broadcast<vfloat<K>>(tri.v2,i); + pre.intersectK(valid0,ray,v0,v1,v2,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, IntersectContext* context, const Primitive& tri) + { + STAT3(normal.trav_prims,1,1,1); + pre.intersect(ray,k,tri.v0,tri.v1,tri.v2,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, IntersectContext* context, const Primitive& tri) + { + STAT3(shadow.trav_prims,1,1,1); + return pre.intersect(ray,k,tri.v0,tri.v1,tri.v2,UVIdentity<M>(),Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID())); + } + }; + } +} |
