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											2021-05-20 12:49:33 +02:00
										 |  |  | // Copyright 2009-2021 Intel Corporation
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											2021-04-20 18:38:09 +02:00
										 |  |  | // SPDX-License-Identifier: Apache-2.0
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							|  |  |  | #pragma once
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							|  |  |  | #include "quadi.h"
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							|  |  |  | #include "quad_intersector_moeller.h"
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							|  |  |  | #include "quad_intersector_pluecker.h"
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							|  |  |  | namespace embree | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   namespace isa | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     /*! Intersects M quads with 1 ray */ | 
					
						
							|  |  |  |     template<int M, bool filter> | 
					
						
							|  |  |  |     struct QuadMiIntersector1Moeller | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       typedef QuadMi<M> Primitive; | 
					
						
							|  |  |  |       typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations; | 
					
						
							|  |  |  | 
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							|  |  |  |       /*! Intersect a ray with the M quads and updates the hit. */ | 
					
						
							|  |  |  |       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(normal.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
					
						
							|  |  |  |         pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
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							|  |  |  |       /*! Test if the ray is occluded by one of M quads. */ | 
					
						
							|  |  |  |       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(shadow.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
					
						
							|  |  |  |         return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
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							|  |  |  |       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
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							|  |  |  |     /*! Intersects M triangles with K rays. */ | 
					
						
							|  |  |  |     template<int M, int K, bool filter> | 
					
						
							|  |  |  |     struct QuadMiIntersectorKMoeller | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       typedef QuadMi<M> Primitive; | 
					
						
							|  |  |  |       typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations; | 
					
						
							|  |  |  | 
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							|  |  |  |       /*! Intersects K rays with M triangles. */ | 
					
						
							|  |  |  |       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         Scene* scene = context->scene; | 
					
						
							|  |  |  |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           if (!quad.valid(i)) break; | 
					
						
							|  |  |  |           STAT3(normal.trav_prims,1,popcnt(valid_i),K); | 
					
						
							|  |  |  |           const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); | 
					
						
							|  |  |  |           pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       /*! 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 QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         Scene* scene = context->scene; | 
					
						
							|  |  |  |         vbool<K> valid0 = valid_i; | 
					
						
							|  |  |  |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           if (!quad.valid(i)) break; | 
					
						
							|  |  |  |           STAT3(shadow.trav_prims,1,popcnt(valid0),K); | 
					
						
							|  |  |  |           const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); | 
					
						
							|  |  |  |           if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) | 
					
						
							|  |  |  |             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 QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(normal.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
					
						
							|  |  |  |         pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       /*! 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 QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(shadow.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
					
						
							|  |  |  |         return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
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							|  |  |  |     /*! Intersects M quads with 1 ray */ | 
					
						
							|  |  |  |     template<int M, bool filter> | 
					
						
							|  |  |  |     struct QuadMiIntersector1Pluecker | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       typedef QuadMi<M> Primitive; | 
					
						
							|  |  |  |       typedef QuadMIntersector1Pluecker<M,filter> Precalculations; | 
					
						
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							|  |  |  |       /*! Intersect a ray with the M quads and updates the hit. */ | 
					
						
							|  |  |  |       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(normal.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
					
						
							|  |  |  |         pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
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							|  |  |  |       /*! Test if the ray is occluded by one of M quads. */ | 
					
						
							|  |  |  |       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(shadow.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
					
						
							|  |  |  |         return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
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							|  |  |  |     /*! Intersects M triangles with K rays. */ | 
					
						
							|  |  |  |     template<int M, int K, bool filter> | 
					
						
							|  |  |  |     struct QuadMiIntersectorKPluecker | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       typedef QuadMi<M> Primitive; | 
					
						
							|  |  |  |       typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations; | 
					
						
							|  |  |  | 
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							|  |  |  |       /*! Intersects K rays with M triangles. */ | 
					
						
							|  |  |  |       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         Scene* scene = context->scene; | 
					
						
							|  |  |  |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           if (!quad.valid(i)) break; | 
					
						
							|  |  |  |           STAT3(normal.trav_prims,1,popcnt(valid_i),K); | 
					
						
							|  |  |  |           const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); | 
					
						
							|  |  |  |           pre.intersectK(valid_i,ray,p0,p1,p2,p3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       /*! 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 QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         Scene* scene = context->scene; | 
					
						
							|  |  |  |         vbool<K> valid0 = valid_i; | 
					
						
							|  |  |  |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           if (!quad.valid(i)) break; | 
					
						
							|  |  |  |           STAT3(shadow.trav_prims,1,popcnt(valid0),K); | 
					
						
							|  |  |  |           const Vec3vf<K> p0 = quad.template getVertex<0>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p1 = quad.template getVertex<1>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p2 = quad.template getVertex<2>(i,scene); | 
					
						
							|  |  |  |           const Vec3vf<K> p3 = quad.template getVertex<3>(i,scene); | 
					
						
							|  |  |  |           if (pre.intersectK(valid0,ray,p0,p1,p2,p3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) | 
					
						
							|  |  |  |             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 QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(normal.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
					
						
							|  |  |  |         pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       /*! 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 QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(shadow.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf4 v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene); | 
					
						
							|  |  |  |         return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
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							|  |  |  |     /*! Intersects M motion blur quads with 1 ray */ | 
					
						
							|  |  |  |     template<int M, bool filter> | 
					
						
							|  |  |  |     struct QuadMiMBIntersector1Moeller | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       typedef QuadMi<M> Primitive; | 
					
						
							|  |  |  |       typedef QuadMIntersector1MoellerTrumbore<M,filter> Precalculations; | 
					
						
							|  |  |  | 
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							|  |  |  |       /*! Intersect a ray with the M quads and updates the hit. */ | 
					
						
							|  |  |  |       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(normal.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); | 
					
						
							|  |  |  |         pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |       /*! Test if the ray is occluded by one of M quads. */ | 
					
						
							|  |  |  |       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(shadow.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); | 
					
						
							|  |  |  |         return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
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							|  |  |  |     /*! Intersects M motion blur quads with K rays. */ | 
					
						
							|  |  |  |     template<int M, int K, bool filter> | 
					
						
							|  |  |  |     struct QuadMiMBIntersectorKMoeller | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       typedef QuadMi<M> Primitive; | 
					
						
							|  |  |  |       typedef QuadMIntersectorKMoellerTrumbore<M,K,filter> Precalculations; | 
					
						
							|  |  |  | 
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							|  |  |  |       /*! Intersects K rays with M quads. */ | 
					
						
							|  |  |  |       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           if (!quad.valid(i)) break; | 
					
						
							|  |  |  |           STAT3(normal.trav_prims,1,popcnt(valid_i),K); | 
					
						
							| 
									
										
										
										
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										 |  |  |           Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); | 
					
						
							| 
									
										
										
										
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										 |  |  |           pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
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							|  |  |  |       /*! Test for K rays if they are occluded by any of the M quads. */ | 
					
						
							|  |  |  |       static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         vbool<K> valid0 = valid_i; | 
					
						
							|  |  |  |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           if (!quad.valid(i)) break; | 
					
						
							|  |  |  |           STAT3(shadow.trav_prims,1,popcnt(valid0),K); | 
					
						
							| 
									
										
										
										
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										 |  |  |           Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); | 
					
						
							| 
									
										
										
										
											2021-04-20 18:38:09 +02:00
										 |  |  |           if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) | 
					
						
							|  |  |  |             break; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         return !valid0; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /*! Intersect a ray with M quads and updates the hit. */ | 
					
						
							|  |  |  |       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(normal.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); | 
					
						
							|  |  |  |         pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       /*! Test if the ray is occluded by one of the M quads. */ | 
					
						
							|  |  |  |       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(shadow.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); | 
					
						
							|  |  |  |         return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     /*! Intersects M motion blur quads with 1 ray */ | 
					
						
							|  |  |  |     template<int M, bool filter> | 
					
						
							|  |  |  |     struct QuadMiMBIntersector1Pluecker | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       typedef QuadMi<M> Primitive; | 
					
						
							|  |  |  |       typedef QuadMIntersector1Pluecker<M,filter> Precalculations; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       /*! Intersect a ray with the M quads and updates the hit. */ | 
					
						
							|  |  |  |       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(normal.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); | 
					
						
							|  |  |  |         pre.intersect(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       /*! Test if the ray is occluded by one of M quads. */ | 
					
						
							|  |  |  |       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(shadow.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()); | 
					
						
							|  |  |  |         return pre.occluded(ray,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, quad); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     /*! Intersects M motion blur quads with K rays. */ | 
					
						
							|  |  |  |     template<int M, int K, bool filter> | 
					
						
							|  |  |  |     struct QuadMiMBIntersectorKPluecker | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       typedef QuadMi<M> Primitive; | 
					
						
							|  |  |  |       typedef QuadMIntersectorKPluecker<M,K,filter> Precalculations; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       /*! Intersects K rays with M quads. */ | 
					
						
							|  |  |  |       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           if (!quad.valid(i)) break; | 
					
						
							|  |  |  |           STAT3(normal.trav_prims,1,popcnt(valid_i),K); | 
					
						
							| 
									
										
										
										
											2021-05-20 12:49:33 +02:00
										 |  |  |           Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); | 
					
						
							| 
									
										
										
										
											2021-04-20 18:38:09 +02:00
										 |  |  |           pre.intersectK(valid_i,ray,v0,v1,v2,v3,IntersectKEpilogM<M,K,filter>(ray,context,quad.geomID(),quad.primID(),i)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       /*! Test for K rays if they are occluded by any of the M quads. */ | 
					
						
							|  |  |  |       static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         vbool<K> valid0 = valid_i; | 
					
						
							|  |  |  |         for (size_t i=0; i<QuadMi<M>::max_size(); i++) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |           if (!quad.valid(i)) break; | 
					
						
							|  |  |  |           STAT3(shadow.trav_prims,1,popcnt(valid0),K); | 
					
						
							| 
									
										
										
										
											2021-05-20 12:49:33 +02:00
										 |  |  |           Vec3vf<K> v0,v1,v2,v3; quad.template gather<K>(valid_i,v0,v1,v2,v3,i,context->scene,ray.time()); | 
					
						
							| 
									
										
										
										
											2021-04-20 18:38:09 +02:00
										 |  |  |           if (pre.intersectK(valid0,ray,v0,v1,v2,v3,OccludedKEpilogM<M,K,filter>(valid0,ray,context,quad.geomID(),quad.primID(),i))) | 
					
						
							|  |  |  |             break; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         return !valid0; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /*! Intersect a ray with M quads and updates the hit. */ | 
					
						
							|  |  |  |       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(normal.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); | 
					
						
							|  |  |  |         pre.intersect1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       /*! Test if the ray is occluded by one of the M quads. */ | 
					
						
							|  |  |  |       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const QuadMi<M>& quad) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         STAT3(shadow.trav_prims,1,1,1); | 
					
						
							|  |  |  |         Vec3vf<M> v0,v1,v2,v3; quad.gather(v0,v1,v2,v3,context->scene,ray.time()[k]); | 
					
						
							|  |  |  |         return pre.occluded1(ray,k,context,v0,v1,v2,v3,quad.geomID(),quad.primID()); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | } |