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										 |  |  | // 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 "quad_intersector_moeller.h"
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							|  |  |  | 
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							|  |  |  | /*! Modified Pluecker ray/triangle intersector. The test first shifts
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							|  |  |  |  *  the ray origin into the origin of the coordinate system and then | 
					
						
							|  |  |  |  *  uses Pluecker coordinates for the intersection. Due to the shift, | 
					
						
							|  |  |  |  *  the Pluecker coordinate calculation simplifies and the tests get | 
					
						
							|  |  |  |  *  numerically stable. The edge equations are watertight along the | 
					
						
							|  |  |  |  *  edge for neighboring triangles. */ | 
					
						
							|  |  |  | 
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							|  |  |  | namespace embree | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   namespace isa | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     template<int M> | 
					
						
							|  |  |  |     struct QuadHitPlueckerM | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       __forceinline QuadHitPlueckerM() {} | 
					
						
							|  |  |  | 
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							|  |  |  |       __forceinline QuadHitPlueckerM(const vbool<M>& valid, | 
					
						
							|  |  |  |                                      const vfloat<M>& U, | 
					
						
							|  |  |  |                                      const vfloat<M>& V, | 
					
						
							|  |  |  |                                      const vfloat<M>& UVW, | 
					
						
							|  |  |  |                                      const vfloat<M>& t, | 
					
						
							|  |  |  |                                      const Vec3vf<M>& Ng, | 
					
						
							|  |  |  |                                      const vbool<M>& flags) | 
					
						
							|  |  |  |         : U(U), V(V), UVW(UVW), tri_Ng(Ng), valid(valid), vt(t), flags(flags) {} | 
					
						
							|  |  |  | 
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							|  |  |  |       __forceinline void finalize() | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const vbool<M> invalid = abs(UVW) < min_rcp_input; | 
					
						
							|  |  |  |         const vfloat<M> rcpUVW = select(invalid,vfloat<M>(0.0f),rcp(UVW)); | 
					
						
							|  |  |  |         const vfloat<M> u = min(U * rcpUVW,1.0f); | 
					
						
							|  |  |  |         const vfloat<M> v = min(V * rcpUVW,1.0f); | 
					
						
							|  |  |  |         const vfloat<M> u1 = vfloat<M>(1.0f) - u; | 
					
						
							|  |  |  |         const vfloat<M> v1 = vfloat<M>(1.0f) - v; | 
					
						
							|  |  |  | #if !defined(__AVX__) || defined(EMBREE_BACKFACE_CULLING)
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							|  |  |  |         vu = select(flags,u1,u); | 
					
						
							|  |  |  |         vv = select(flags,v1,v); | 
					
						
							|  |  |  |         vNg = Vec3vf<M>(tri_Ng.x,tri_Ng.y,tri_Ng.z); | 
					
						
							|  |  |  | #else
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							|  |  |  |         const vfloat<M> flip = select(flags,vfloat<M>(-1.0f),vfloat<M>(1.0f)); | 
					
						
							|  |  |  |         vv = select(flags,u1,v); | 
					
						
							|  |  |  |         vu = select(flags,v1,u); | 
					
						
							|  |  |  |         vNg = Vec3vf<M>(flip*tri_Ng.x,flip*tri_Ng.y,flip*tri_Ng.z); | 
					
						
							|  |  |  | #endif
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							|  |  |  |       } | 
					
						
							|  |  |  | 
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							|  |  |  |       __forceinline Vec2f uv(const size_t i) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const float u = vu[i]; | 
					
						
							|  |  |  |         const float v = vv[i]; | 
					
						
							|  |  |  |         return Vec2f(u,v); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  | 
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							|  |  |  |       __forceinline float   t(const size_t i) { return vt[i]; } | 
					
						
							|  |  |  |       __forceinline Vec3fa Ng(const size_t i) { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); } | 
					
						
							|  |  |  | 
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							|  |  |  |     private: | 
					
						
							|  |  |  |       vfloat<M> U; | 
					
						
							|  |  |  |       vfloat<M> V; | 
					
						
							|  |  |  |       vfloat<M> UVW; | 
					
						
							|  |  |  |       Vec3vf<M> tri_Ng; | 
					
						
							|  |  |  | 
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							|  |  |  |     public: | 
					
						
							|  |  |  |       vbool<M> valid; | 
					
						
							|  |  |  |       vfloat<M> vu; | 
					
						
							|  |  |  |       vfloat<M> vv; | 
					
						
							|  |  |  |       vfloat<M> vt; | 
					
						
							|  |  |  |       Vec3vf<M> vNg; | 
					
						
							|  |  |  | 
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							|  |  |  |     public: | 
					
						
							|  |  |  |       const vbool<M> flags; | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
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							|  |  |  |     template<int K> | 
					
						
							|  |  |  |     struct QuadHitPlueckerK | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       __forceinline QuadHitPlueckerK(const vfloat<K>& U, | 
					
						
							|  |  |  |                                      const vfloat<K>& V, | 
					
						
							|  |  |  |                                      const vfloat<K>& UVW, | 
					
						
							|  |  |  |                                      const vfloat<K>& t, | 
					
						
							|  |  |  |                                      const Vec3vf<K>& Ng, | 
					
						
							|  |  |  |                                      const vbool<K>& flags) | 
					
						
							|  |  |  |         : U(U), V(V), UVW(UVW), t(t), flags(flags), tri_Ng(Ng) {} | 
					
						
							|  |  |  | 
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							|  |  |  |       __forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const vbool<K> invalid = abs(UVW) < min_rcp_input; | 
					
						
							|  |  |  |         const vfloat<K> rcpUVW = select(invalid,vfloat<K>(0.0f),rcp(UVW)); | 
					
						
							|  |  |  |         const vfloat<K> u0 = min(U * rcpUVW,1.0f); | 
					
						
							|  |  |  |         const vfloat<K> v0 = min(V * rcpUVW,1.0f); | 
					
						
							|  |  |  |         const vfloat<K> u1 = vfloat<K>(1.0f) - u0; | 
					
						
							|  |  |  |         const vfloat<K> v1 = vfloat<K>(1.0f) - v0; | 
					
						
							|  |  |  |         const vfloat<K> u = select(flags,u1,u0); | 
					
						
							|  |  |  |         const vfloat<K> v = select(flags,v1,v0); | 
					
						
							|  |  |  |         const Vec3vf<K> Ng(tri_Ng.x,tri_Ng.y,tri_Ng.z); | 
					
						
							|  |  |  |         return std::make_tuple(u,v,t,Ng); | 
					
						
							|  |  |  |       } | 
					
						
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							|  |  |  |     private: | 
					
						
							|  |  |  |       const vfloat<K> U; | 
					
						
							|  |  |  |       const vfloat<K> V; | 
					
						
							|  |  |  |       const vfloat<K> UVW; | 
					
						
							|  |  |  |       const vfloat<K> t; | 
					
						
							|  |  |  |       const vbool<K> flags; | 
					
						
							|  |  |  |       const Vec3vf<K> tri_Ng; | 
					
						
							|  |  |  |     }; | 
					
						
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							|  |  |  |     struct PlueckerIntersectorTriangle1 | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       template<int M, typename Epilog> | 
					
						
							|  |  |  |       static __forceinline bool intersect(Ray& ray, | 
					
						
							|  |  |  |                                           const Vec3vf<M>& tri_v0, | 
					
						
							|  |  |  |                                           const Vec3vf<M>& tri_v1, | 
					
						
							|  |  |  |                                           const Vec3vf<M>& tri_v2, | 
					
						
							|  |  |  |                                           const vbool<M>& flags, | 
					
						
							|  |  |  |                                           const Epilog& epilog) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         /* calculate vertices relative to ray origin */ | 
					
						
							|  |  |  |         const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org); | 
					
						
							|  |  |  |         const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir); | 
					
						
							|  |  |  |         const Vec3vf<M> v0 = tri_v0-O; | 
					
						
							|  |  |  |         const Vec3vf<M> v1 = tri_v1-O; | 
					
						
							|  |  |  |         const Vec3vf<M> v2 = tri_v2-O; | 
					
						
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							|  |  |  |         /* calculate triangle edges */ | 
					
						
							|  |  |  |         const Vec3vf<M> e0 = v2-v0; | 
					
						
							|  |  |  |         const Vec3vf<M> e1 = v0-v1; | 
					
						
							|  |  |  |         const Vec3vf<M> e2 = v1-v2; | 
					
						
							|  |  |  | 
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							|  |  |  |         /* perform edge tests */ | 
					
						
							|  |  |  |         const vfloat<M> U = dot(cross(e0,v2+v0),D); | 
					
						
							|  |  |  |         const vfloat<M> V = dot(cross(e1,v0+v1),D); | 
					
						
							|  |  |  |         const vfloat<M> W = dot(cross(e2,v1+v2),D); | 
					
						
							|  |  |  |         const vfloat<M> UVW = U+V+W; | 
					
						
							|  |  |  |         const vfloat<M> eps = float(ulp)*abs(UVW); | 
					
						
							|  |  |  | #if defined(EMBREE_BACKFACE_CULLING)
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							|  |  |  |         vbool<M> valid = max(U,V,W) <= eps; | 
					
						
							|  |  |  | #else
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							|  |  |  |         vbool<M> valid =  (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
					
						
							|  |  |  | #endif
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							|  |  |  |         if (unlikely(none(valid))) return false; | 
					
						
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							|  |  |  |         /* calculate geometry normal and denominator */ | 
					
						
							|  |  |  |         const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); | 
					
						
							|  |  |  |         const vfloat<M> den = twice(dot(Ng,D)); | 
					
						
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							|  |  |  |          /* perform depth test */ | 
					
						
							|  |  |  |         const vfloat<M> T = twice(dot(v0,Ng)); | 
					
						
							|  |  |  |         const vfloat<M> t = rcp(den)*T; | 
					
						
							|  |  |  |         valid &= vfloat<M>(ray.tnear()) <= t & t <= vfloat<M>(ray.tfar); | 
					
						
							|  |  |  |         valid &= den != vfloat<M>(zero); | 
					
						
							|  |  |  |         if (unlikely(none(valid))) return false; | 
					
						
							|  |  |  | 
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							|  |  |  |         /* update hit information */ | 
					
						
							|  |  |  |         QuadHitPlueckerM<M> hit(valid,U,V,UVW,t,Ng,flags); | 
					
						
							|  |  |  |         return epilog(valid,hit); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
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							|  |  |  |     /*! Intersects M quads with 1 ray */ | 
					
						
							|  |  |  |     template<int M, bool filter> | 
					
						
							|  |  |  |     struct QuadMIntersector1Pluecker | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       __forceinline QuadMIntersector1Pluecker() {} | 
					
						
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							|  |  |  |       __forceinline QuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {} | 
					
						
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							|  |  |  |       __forceinline void intersect(RayHit& ray, IntersectContext* context, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, | 
					
						
							|  |  |  |                                    const vuint<M>& geomID, const vuint<M>& primID) const | 
					
						
							|  |  |  |       { | 
					
						
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										 |  |  |         Intersect1EpilogM<M,filter> epilog(ray,context,geomID,primID); | 
					
						
							|  |  |  |         PlueckerIntersectorTriangle1::intersect<M>(ray,v0,v1,v3,vbool<M>(false),epilog); | 
					
						
							|  |  |  |         PlueckerIntersectorTriangle1::intersect<M>(ray,v2,v3,v1,vbool<M>(true),epilog); | 
					
						
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										 |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline bool occluded(Ray& ray, IntersectContext* context, | 
					
						
							|  |  |  |                                   const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, | 
					
						
							|  |  |  |                                   const vuint<M>& geomID, const vuint<M>& primID) const | 
					
						
							|  |  |  |       { | 
					
						
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										 |  |  |         Occluded1EpilogM<M,filter> epilog(ray,context,geomID,primID); | 
					
						
							|  |  |  |         if (PlueckerIntersectorTriangle1::intersect<M>(ray,v0,v1,v3,vbool<M>(false),epilog)) return true; | 
					
						
							|  |  |  |         if (PlueckerIntersectorTriangle1::intersect<M>(ray,v2,v3,v1,vbool<M>(true ),epilog)) return true; | 
					
						
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										 |  |  |         return false; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
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										 |  |  | #if defined(__AVX__)
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										 |  |  | 
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							|  |  |  |     /*! Intersects 4 quads with 1 ray using AVX */ | 
					
						
							|  |  |  |     template<bool filter> | 
					
						
							|  |  |  |     struct QuadMIntersector1Pluecker<4,filter> | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       __forceinline QuadMIntersector1Pluecker() {} | 
					
						
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							|  |  |  |       __forceinline QuadMIntersector1Pluecker(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 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)
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							|  |  |  |         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
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							|  |  |  |         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
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							|  |  |  |         const vbool8 flags(0,0,0,0,1,1,1,1); | 
					
						
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										 |  |  |         return PlueckerIntersectorTriangle1::intersect<8>(ray,vtx0,vtx1,vtx2,flags,epilog);  | 
					
						
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										 |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline bool intersect(RayHit& ray, IntersectContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,  | 
					
						
							|  |  |  |                                    const vuint4& geomID, const vuint4& primID) const | 
					
						
							|  |  |  |       { | 
					
						
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										 |  |  |         return intersect(ray,v0,v1,v2,v3,Intersect1EpilogM<8,filter>(ray,context,vuint8(geomID),vuint8(primID))); | 
					
						
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										 |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline bool occluded(Ray& ray, IntersectContext* context, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, | 
					
						
							|  |  |  |                                   const vuint4& geomID, const vuint4& primID) const | 
					
						
							|  |  |  |       { | 
					
						
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										 |  |  |         return intersect(ray,v0,v1,v2,v3,Occluded1EpilogM<8,filter>(ray,context,vuint8(geomID),vuint8(primID))); | 
					
						
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										 |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
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							|  |  |  | #endif
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							|  |  |  | 
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							|  |  |  | 
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							|  |  |  |     /* ----------------------------- */ | 
					
						
							|  |  |  |     /* -- ray packet intersectors -- */ | 
					
						
							|  |  |  |     /* ----------------------------- */ | 
					
						
							|  |  |  | 
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							|  |  |  |     struct PlueckerIntersector1KTriangleM | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       /*! Intersect k'th ray from ray packet of size K with M triangles. */ | 
					
						
							|  |  |  |       template<int M, int K, typename Epilog> | 
					
						
							|  |  |  |       static  __forceinline bool intersect1(RayK<K>& ray, | 
					
						
							|  |  |  |                                             size_t k, | 
					
						
							|  |  |  |                                             const Vec3vf<M>& tri_v0, | 
					
						
							|  |  |  |                                             const Vec3vf<M>& tri_v1, | 
					
						
							|  |  |  |                                             const Vec3vf<M>& tri_v2, | 
					
						
							|  |  |  |                                             const vbool<M>& flags, | 
					
						
							|  |  |  |                                             const Epilog& epilog) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         /* calculate vertices relative to ray origin */ | 
					
						
							|  |  |  |           const Vec3vf<M> O = broadcast<vfloat<M>>(ray.org,k); | 
					
						
							|  |  |  |           const Vec3vf<M> D = broadcast<vfloat<M>>(ray.dir,k); | 
					
						
							|  |  |  |           const Vec3vf<M> v0 = tri_v0-O; | 
					
						
							|  |  |  |           const Vec3vf<M> v1 = tri_v1-O; | 
					
						
							|  |  |  |           const Vec3vf<M> v2 = tri_v2-O; | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |           /* calculate triangle edges */ | 
					
						
							|  |  |  |           const Vec3vf<M> e0 = v2-v0; | 
					
						
							|  |  |  |           const Vec3vf<M> e1 = v0-v1; | 
					
						
							|  |  |  |           const Vec3vf<M> e2 = v1-v2; | 
					
						
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										 |  |  | 	   | 
					
						
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										 |  |  |           /* perform edge tests */ | 
					
						
							|  |  |  |           const vfloat<M> U = dot(cross(e0,v2+v0),D); | 
					
						
							|  |  |  |           const vfloat<M> V = dot(cross(e1,v0+v1),D); | 
					
						
							|  |  |  |           const vfloat<M> W = dot(cross(e2,v1+v2),D); | 
					
						
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										 |  |  | 	   | 
					
						
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										 |  |  |           const vfloat<M> UVW = U+V+W; | 
					
						
							|  |  |  |           const vfloat<M> eps = float(ulp)*abs(UVW); | 
					
						
							|  |  |  | #if defined(EMBREE_BACKFACE_CULLING)
 | 
					
						
							|  |  |  |           vbool<M> valid = max(U,V,W) <= eps; | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  |           vbool<M> valid = (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
					
						
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										 |  |  | #endif	
 | 
					
						
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										 |  |  |           if (unlikely(none(valid))) return false; | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |           /* calculate geometry normal and denominator */ | 
					
						
							|  |  |  |           const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2); | 
					
						
							|  |  |  |           const vfloat<M> den = twice(dot(Ng,D)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |           /* perform depth test */ | 
					
						
							|  |  |  |           const vfloat<M> T = twice(dot(v0,Ng)); | 
					
						
							|  |  |  |           const vfloat<M> t = rcp(den)*T; | 
					
						
							|  |  |  |           valid &= vfloat<M>(ray.tnear()[k]) <= t & t <= vfloat<M>(ray.tfar[k]); | 
					
						
							|  |  |  |           if (unlikely(none(valid))) return false; | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |           /* avoid division by 0 */ | 
					
						
							|  |  |  |           valid &= den != vfloat<M>(zero); | 
					
						
							|  |  |  |           if (unlikely(none(valid))) return false; | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |           /* update hit information */ | 
					
						
							|  |  |  |           QuadHitPlueckerM<M> hit(valid,U,V,UVW,t,Ng,flags); | 
					
						
							|  |  |  |           return epilog(valid,hit); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     template<int M, int K, bool filter> | 
					
						
							|  |  |  |     struct QuadMIntersectorKPlueckerBase | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       __forceinline QuadMIntersectorKPlueckerBase(const vbool<K>& valid, const RayK<K>& ray) {} | 
					
						
							|  |  |  |              | 
					
						
							|  |  |  |       /*! Intersects K rays with one of M triangles. */ | 
					
						
							|  |  |  |       template<typename Epilog> | 
					
						
							|  |  |  |       __forceinline vbool<K> intersectK(const vbool<K>& valid0, | 
					
						
							|  |  |  |                                         RayK<K>& ray, | 
					
						
							|  |  |  |                                         const Vec3vf<K>& tri_v0, | 
					
						
							|  |  |  |                                         const Vec3vf<K>& tri_v1, | 
					
						
							|  |  |  |                                         const Vec3vf<K>& tri_v2, | 
					
						
							|  |  |  |                                         const vbool<K>& flags, | 
					
						
							|  |  |  |                                         const Epilog& epilog) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         /* calculate vertices relative to ray origin */ | 
					
						
							|  |  |  |           vbool<K> valid = valid0; | 
					
						
							|  |  |  |           const Vec3vf<K> O = ray.org; | 
					
						
							|  |  |  |           const Vec3vf<K> D = ray.dir; | 
					
						
							|  |  |  |           const Vec3vf<K> v0 = tri_v0-O; | 
					
						
							|  |  |  |           const Vec3vf<K> v1 = tri_v1-O; | 
					
						
							|  |  |  |           const Vec3vf<K> v2 = tri_v2-O; | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |           /* calculate triangle edges */ | 
					
						
							|  |  |  |           const Vec3vf<K> e0 = v2-v0; | 
					
						
							|  |  |  |           const Vec3vf<K> e1 = v0-v1; | 
					
						
							|  |  |  |           const Vec3vf<K> e2 = v1-v2; | 
					
						
							|  |  |  |             | 
					
						
							|  |  |  |           /* perform edge tests */ | 
					
						
							|  |  |  |           const vfloat<K> U = dot(Vec3vf<K>(cross(e0,v2+v0)),D); | 
					
						
							|  |  |  |           const vfloat<K> V = dot(Vec3vf<K>(cross(e1,v0+v1)),D); | 
					
						
							|  |  |  |           const vfloat<K> W = dot(Vec3vf<K>(cross(e2,v1+v2)),D); | 
					
						
							|  |  |  |           const vfloat<K> UVW = U+V+W; | 
					
						
							|  |  |  |           const vfloat<K> eps = float(ulp)*abs(UVW); | 
					
						
							|  |  |  | #if defined(EMBREE_BACKFACE_CULLING)
 | 
					
						
							|  |  |  |           valid &= max(U,V,W) <= eps; | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  |           valid &= (min(U,V,W) >= -eps) | (max(U,V,W) <= eps); | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  |           if (unlikely(none(valid))) return false; | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |            /* calculate geometry normal and denominator */ | 
					
						
							|  |  |  |           const Vec3vf<K> Ng = stable_triangle_normal(e0,e1,e2); | 
					
						
							|  |  |  |           const vfloat<K> den = twice(dot(Vec3vf<K>(Ng),D)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |           /* perform depth test */ | 
					
						
							|  |  |  |           const vfloat<K> T = twice(dot(v0,Vec3vf<K>(Ng))); | 
					
						
							|  |  |  |           const vfloat<K> t = rcp(den)*T; | 
					
						
							|  |  |  |           valid &= ray.tnear() <= t & t <= ray.tfar; | 
					
						
							|  |  |  |           valid &= den != vfloat<K>(zero); | 
					
						
							|  |  |  |           if (unlikely(none(valid))) return false; | 
					
						
							|  |  |  |            | 
					
						
							|  |  |  |           /* calculate hit information */ | 
					
						
							|  |  |  |           QuadHitPlueckerK<K> hit(U,V,UVW,t,Ng,flags); | 
					
						
							|  |  |  |           return epilog(valid,hit); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       /*! Intersects K rays with one of M quads. */ | 
					
						
							|  |  |  |       template<typename Epilog> | 
					
						
							|  |  |  |       __forceinline bool intersectK(const vbool<K>& valid0,  | 
					
						
							|  |  |  |                                     RayK<K>& ray, | 
					
						
							|  |  |  |                                     const Vec3vf<K>& v0, | 
					
						
							|  |  |  |                                     const Vec3vf<K>& v1, | 
					
						
							|  |  |  |                                     const Vec3vf<K>& v2, | 
					
						
							|  |  |  |                                     const Vec3vf<K>& v3, | 
					
						
							|  |  |  |                                     const Epilog& epilog) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         intersectK(valid0,ray,v0,v1,v3,vbool<K>(false),epilog); | 
					
						
							|  |  |  |         if (none(valid0)) return true; | 
					
						
							|  |  |  |         intersectK(valid0,ray,v2,v3,v1,vbool<K>(true ),epilog); | 
					
						
							|  |  |  |         return none(valid0); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     template<int M, int K, bool filter> | 
					
						
							|  |  |  |       struct QuadMIntersectorKPluecker : public QuadMIntersectorKPlueckerBase<M,K,filter> | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       __forceinline QuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray) | 
					
						
							|  |  |  |         : QuadMIntersectorKPlueckerBase<M,K,filter>(valid,ray) {} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       __forceinline void intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context, | 
					
						
							|  |  |  |                                     const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, | 
					
						
							|  |  |  |                                     const vuint<M>& geomID, const vuint<M>& primID) const | 
					
						
							|  |  |  |       { | 
					
						
							| 
									
										
										
										
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										 |  |  |         Intersect1KEpilogM<M,K,filter> epilog(ray,k,context,geomID,primID); | 
					
						
							|  |  |  |         PlueckerIntersector1KTriangleM::intersect1<M,K>(ray,k,v0,v1,v3,vbool<M>(false),epilog); | 
					
						
							|  |  |  |         PlueckerIntersector1KTriangleM::intersect1<M,K>(ray,k,v2,v3,v1,vbool<M>(true ),epilog); | 
					
						
							| 
									
										
										
										
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										 |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context, | 
					
						
							|  |  |  |                                    const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, | 
					
						
							|  |  |  |                                    const vuint<M>& geomID, const vuint<M>& primID) const | 
					
						
							|  |  |  |       { | 
					
						
							| 
									
										
										
										
											2021-05-20 12:49:33 +02:00
										 |  |  |         Occluded1KEpilogM<M,K,filter> epilog(ray,k,context,geomID,primID); | 
					
						
							|  |  |  |         if (PlueckerIntersector1KTriangleM::intersect1<M,K>(ray,k,v0,v1,v3,vbool<M>(false),epilog)) return true; | 
					
						
							|  |  |  |         if (PlueckerIntersector1KTriangleM::intersect1<M,K>(ray,k,v2,v3,v1,vbool<M>(true ),epilog)) return true; | 
					
						
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										 |  |  |         return false; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | #if defined(__AVX__)
 | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  |     /*! Intersects 4 quads with 1 ray using AVX */ | 
					
						
							|  |  |  |     template<int K, bool filter> | 
					
						
							|  |  |  |     struct QuadMIntersectorKPluecker<4,K,filter> : public QuadMIntersectorKPlueckerBase<4,K,filter> | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       __forceinline QuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray) | 
					
						
							|  |  |  |         : QuadMIntersectorKPlueckerBase<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 Epilog& epilog) const | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z)); | 
					
						
							|  |  |  |         const vbool8 flags(0,0,0,0,1,1,1,1); | 
					
						
							|  |  |  | #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
 | 
					
						
							| 
									
										
										
										
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										 |  |  |         return PlueckerIntersector1KTriangleM::intersect1<8,K>(ray,k,vtx0,vtx1,vtx2,flags,epilog);  | 
					
						
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										 |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline bool intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context, | 
					
						
							|  |  |  |                                     const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,  | 
					
						
							|  |  |  |                                     const vuint4& geomID, const vuint4& primID) const | 
					
						
							|  |  |  |       { | 
					
						
							| 
									
										
										
										
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										 |  |  |         return intersect1(ray,k,v0,v1,v2,v3,Intersect1KEpilogM<8,K,filter>(ray,k,context,vuint8(geomID),vuint8(primID))); | 
					
						
							| 
									
										
										
										
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										 |  |  |       } | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       __forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context, | 
					
						
							|  |  |  |                                    const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,  | 
					
						
							|  |  |  |                                    const vuint4& geomID, const vuint4& primID) const | 
					
						
							|  |  |  |       { | 
					
						
							| 
									
										
										
										
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										 |  |  |         return intersect1(ray,k,v0,v1,v2,v3,Occluded1KEpilogM<8,K,filter>(ray,k,context,vuint8(geomID),vuint8(primID))); | 
					
						
							| 
									
										
										
										
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										 |  |  |       } | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | } |