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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 "primitive.h"
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							|  |  |  | #include "../common/scene.h"
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							|  |  |  | 
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							|  |  |  | namespace embree | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |   /* Stores M triangles from an indexed face set */ | 
					
						
							|  |  |  |   template <int M> | 
					
						
							|  |  |  |   struct TriangleMi | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     /* Virtual interface to query information about the triangle type */ | 
					
						
							|  |  |  |     struct Type : public PrimitiveType | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       const char* name() const; | 
					
						
							|  |  |  |       size_t sizeActive(const char* This) const; | 
					
						
							|  |  |  |       size_t sizeTotal(const char* This) const; | 
					
						
							|  |  |  |       size_t getBytes(const char* This) const; | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  |     static Type type; | 
					
						
							|  |  |  | 
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							|  |  |  |   public: | 
					
						
							|  |  |  | 
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							|  |  |  |     /* primitive supports multiple time segments */ | 
					
						
							|  |  |  |     static const bool singleTimeSegment = false; | 
					
						
							|  |  |  | 
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							|  |  |  |     /* Returns maximum number of stored triangles */ | 
					
						
							|  |  |  |     static __forceinline size_t max_size() { return M; } | 
					
						
							|  |  |  | 
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							|  |  |  |     /* Returns required number of primitive blocks for N primitives */ | 
					
						
							|  |  |  |     static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); } | 
					
						
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							|  |  |  |   public: | 
					
						
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							|  |  |  |     /* Default constructor */ | 
					
						
							|  |  |  |     __forceinline TriangleMi() {  } | 
					
						
							|  |  |  | 
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							|  |  |  |     /* Construction from vertices and IDs */ | 
					
						
							|  |  |  |     __forceinline TriangleMi(const vuint<M>& v0, | 
					
						
							|  |  |  |                              const vuint<M>& v1, | 
					
						
							|  |  |  |                              const vuint<M>& v2, | 
					
						
							|  |  |  |                              const vuint<M>& geomIDs, | 
					
						
							|  |  |  |                              const vuint<M>& primIDs) | 
					
						
							|  |  |  | #if defined(EMBREE_COMPACT_POLYS)
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							|  |  |  |       : geomIDs(geomIDs), primIDs(primIDs) {} | 
					
						
							|  |  |  | #else
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							|  |  |  |     : v0_(v0), v1_(v1), v2_(v2), geomIDs(geomIDs), primIDs(primIDs) {} | 
					
						
							|  |  |  | #endif
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							|  |  |  | 
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							|  |  |  |     /* Returns a mask that tells which triangles are valid */ | 
					
						
							|  |  |  |     __forceinline vbool<M> valid() const { return primIDs != vuint<M>(-1); } | 
					
						
							|  |  |  | 
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							|  |  |  |     /* Returns if the specified triangle is valid */ | 
					
						
							|  |  |  |     __forceinline bool valid(const size_t i) const { assert(i<M); return primIDs[i] != -1; } | 
					
						
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							|  |  |  |     /* Returns the number of stored triangles */ | 
					
						
							|  |  |  |     __forceinline size_t size() const { return bsf(~movemask(valid())); } | 
					
						
							|  |  |  | 
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							|  |  |  |     /* Returns the geometry IDs */ | 
					
						
							|  |  |  |     __forceinline vuint<M> geomID() const { return geomIDs; } | 
					
						
							|  |  |  |     __forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; } | 
					
						
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							|  |  |  |     /* Returns the primitive IDs */ | 
					
						
							|  |  |  |     __forceinline vuint<M> primID() const { return primIDs; } | 
					
						
							|  |  |  |     __forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; } | 
					
						
							|  |  |  | 
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							|  |  |  |     /* Calculate the bounds of the triangles */ | 
					
						
							|  |  |  |     __forceinline const BBox3fa bounds(const Scene *const scene, const size_t itime=0) const | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       BBox3fa bounds = empty; | 
					
						
							|  |  |  |       for (size_t i=0; i<M && valid(i); i++) { | 
					
						
							|  |  |  |         const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i)); | 
					
						
							|  |  |  |         bounds.extend(mesh->bounds(primID(i),itime)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       return bounds; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     /* Calculate the linear bounds of the primitive */ | 
					
						
							|  |  |  |     __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime) { | 
					
						
							|  |  |  |       return LBBox3fa(bounds(scene,itime+0),bounds(scene,itime+1)); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime, size_t numTimeSteps) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       LBBox3fa allBounds = empty; | 
					
						
							|  |  |  |       for (size_t i=0; i<M && valid(i); i++) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i)); | 
					
						
							|  |  |  |         allBounds.extend(mesh->linearBounds(primID(i), itime, numTimeSteps)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       return allBounds; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     __forceinline LBBox3fa linearBounds(const Scene *const scene, const BBox1f time_range) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       LBBox3fa allBounds = empty; | 
					
						
							|  |  |  |       for (size_t i=0; i<M && valid(i); i++) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i)); | 
					
						
							|  |  |  |         allBounds.extend(mesh->linearBounds(primID(i), time_range)); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       return allBounds; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |     /* Non-temporal store */ | 
					
						
							|  |  |  |     __forceinline static void store_nt(TriangleMi* dst, const TriangleMi& src) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  | #if !defined(EMBREE_COMPACT_POLYS)
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							|  |  |  |       vuint<M>::store_nt(&dst->v0_,src.v0_); | 
					
						
							|  |  |  |       vuint<M>::store_nt(&dst->v1_,src.v1_); | 
					
						
							|  |  |  |       vuint<M>::store_nt(&dst->v2_,src.v2_); | 
					
						
							|  |  |  | #endif
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							|  |  |  |       vuint<M>::store_nt(&dst->geomIDs,src.geomIDs); | 
					
						
							|  |  |  |       vuint<M>::store_nt(&dst->primIDs,src.primIDs); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     /* Fill triangle from triangle list */ | 
					
						
							|  |  |  |     template<typename PrimRefT> | 
					
						
							|  |  |  |     __forceinline void fill(const PrimRefT* prims, size_t& begin, size_t end, Scene* scene) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       vuint<M> v0 = zero, v1 = zero, v2 = zero; | 
					
						
							|  |  |  |       vuint<M> geomID = -1, primID = -1; | 
					
						
							|  |  |  |       const PrimRefT* prim = &prims[begin]; | 
					
						
							|  |  |  | 
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							|  |  |  |       for (size_t i=0; i<M; i++) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         if (begin<end) { | 
					
						
							|  |  |  |           geomID[i] = prim->geomID(); | 
					
						
							|  |  |  |           primID[i] = prim->primID(); | 
					
						
							|  |  |  | #if !defined(EMBREE_COMPACT_POLYS)
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							|  |  |  |           const TriangleMesh* mesh = scene->get<TriangleMesh>(prim->geomID()); | 
					
						
							|  |  |  |           const TriangleMesh::Triangle& tri = mesh->triangle(prim->primID()); | 
					
						
							|  |  |  |           unsigned int int_stride = mesh->vertices0.getStride()/4; | 
					
						
							|  |  |  |           v0[i] = tri.v[0] * int_stride; | 
					
						
							|  |  |  |           v1[i] = tri.v[1] * int_stride; | 
					
						
							|  |  |  |           v2[i] = tri.v[2] * int_stride; | 
					
						
							|  |  |  | #endif
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							|  |  |  |           begin++; | 
					
						
							|  |  |  |         } else { | 
					
						
							|  |  |  |           assert(i); | 
					
						
							|  |  |  |           if (likely(i > 0)) { | 
					
						
							|  |  |  |             geomID[i] = geomID[0]; | 
					
						
							|  |  |  |             primID[i] = -1; | 
					
						
							|  |  |  |             v0[i] = v0[0]; | 
					
						
							|  |  |  |             v1[i] = v0[0]; | 
					
						
							|  |  |  |             v2[i] = v0[0]; | 
					
						
							|  |  |  |           } | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         if (begin<end) prim = &prims[begin]; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       new (this) TriangleMi(v0,v1,v2,geomID,primID); // FIXME: use non temporal store
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							|  |  |  |     } | 
					
						
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							|  |  |  |     __forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       fill(prims, begin, end, scene); | 
					
						
							|  |  |  |       return linearBounds(scene, itime); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     __forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       fill(prims, begin, end, scene); | 
					
						
							|  |  |  |       return linearBounds(scene, time_range); | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |     /* Updates the primitive */ | 
					
						
							|  |  |  |     __forceinline BBox3fa update(TriangleMesh* mesh) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       BBox3fa bounds = empty; | 
					
						
							|  |  |  |       for (size_t i=0; i<M; i++) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         if (primID(i) == -1) break; | 
					
						
							|  |  |  |         const unsigned int primId = primID(i); | 
					
						
							|  |  |  |         const TriangleMesh::Triangle& tri = mesh->triangle(primId); | 
					
						
							|  |  |  |         const Vec3fa p0 = mesh->vertex(tri.v[0]); | 
					
						
							|  |  |  |         const Vec3fa p1 = mesh->vertex(tri.v[1]); | 
					
						
							|  |  |  |         const Vec3fa p2 = mesh->vertex(tri.v[2]); | 
					
						
							|  |  |  |         bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2))); | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       return bounds; | 
					
						
							|  |  |  |     } | 
					
						
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							|  |  |  |   protected: | 
					
						
							|  |  |  | #if !defined(EMBREE_COMPACT_POLYS)
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							|  |  |  |     vuint<M> v0_;         // 4 byte offset of 1st vertex
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							|  |  |  |     vuint<M> v1_;         // 4 byte offset of 2nd vertex
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							|  |  |  |     vuint<M> v2_;         // 4 byte offset of 3rd vertex
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							|  |  |  | #endif
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							|  |  |  |     vuint<M> geomIDs;    // geometry ID of mesh
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							|  |  |  |     vuint<M> primIDs;    // primitive ID of primitive inside mesh
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							|  |  |  |   }; | 
					
						
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							|  |  |  |   namespace isa | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |   template<int M> | 
					
						
							|  |  |  |     struct TriangleMi : public embree::TriangleMi<M> | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  | #if !defined(EMBREE_COMPACT_POLYS)
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							|  |  |  |     using embree::TriangleMi<M>::v0_; | 
					
						
							|  |  |  |     using embree::TriangleMi<M>::v1_; | 
					
						
							|  |  |  |     using embree::TriangleMi<M>::v2_; | 
					
						
							|  |  |  | #endif
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							|  |  |  |     using embree::TriangleMi<M>::geomIDs; | 
					
						
							|  |  |  |     using embree::TriangleMi<M>::primIDs; | 
					
						
							|  |  |  |     using embree::TriangleMi<M>::geomID; | 
					
						
							|  |  |  |     using embree::TriangleMi<M>::primID; | 
					
						
							|  |  |  |     using embree::TriangleMi<M>::valid; | 
					
						
							|  |  |  |          | 
					
						
							|  |  |  |     /* loads a single vertex */ | 
					
						
							|  |  |  |     template<int vid> | 
					
						
							|  |  |  |     __forceinline Vec3f getVertex(const size_t index, const Scene *const scene) const | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  | #if defined(EMBREE_COMPACT_POLYS)
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							|  |  |  |       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index)); | 
					
						
							|  |  |  |       const TriangleMesh::Triangle& tri = mesh->triangle(primID(index)); | 
					
						
							|  |  |  |       return (Vec3f) mesh->vertices[0][tri.v[vid]]; | 
					
						
							|  |  |  | #else
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							|  |  |  |       const vuint<M>& v = getVertexOffset<vid>(); | 
					
						
							|  |  |  |       const float* vertices = scene->vertices[geomID(index)]; | 
					
						
							|  |  |  |       return (Vec3f&) vertices[v[index]]; | 
					
						
							|  |  |  | #endif
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							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     template<int vid, typename T> | 
					
						
							|  |  |  |     __forceinline Vec3<T> getVertex(const size_t index, const Scene *const scene, const size_t itime, const T& ftime) const | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  | #if defined(EMBREE_COMPACT_POLYS)
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							|  |  |  |       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index)); | 
					
						
							|  |  |  |       const TriangleMesh::Triangle& tri = mesh->triangle(primID(index)); | 
					
						
							|  |  |  |       const Vec3fa v0 = mesh->vertices[itime+0][tri.v[vid]]; | 
					
						
							|  |  |  |       const Vec3fa v1 = mesh->vertices[itime+1][tri.v[vid]]; | 
					
						
							|  |  |  | #else
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							|  |  |  |       const vuint<M>& v = getVertexOffset<vid>(); | 
					
						
							|  |  |  |       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index)); | 
					
						
							|  |  |  |       const float* vertices0 = (const float*) mesh->vertexPtr(0,itime+0); | 
					
						
							|  |  |  |       const float* vertices1 = (const float*) mesh->vertexPtr(0,itime+1); | 
					
						
							|  |  |  |       const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]); | 
					
						
							|  |  |  |       const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]); | 
					
						
							|  |  |  | #endif
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							|  |  |  |       const Vec3<T> p0(v0.x,v0.y,v0.z); | 
					
						
							|  |  |  |       const Vec3<T> p1(v1.x,v1.y,v1.z); | 
					
						
							|  |  |  |       return lerp(p0,p1,ftime); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     template<int vid, int K, typename T> | 
					
						
							|  |  |  |     __forceinline Vec3<T> getVertex(const vbool<K>& valid, const size_t index, const Scene *const scene, const vint<K>& itime, const T& ftime) const | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       Vec3<T> p0, p1; | 
					
						
							|  |  |  |       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index)); | 
					
						
							|  |  |  |        | 
					
						
							|  |  |  |       for (size_t mask=movemask(valid), i=bsf(mask); mask; mask=btc(mask,i), i=bsf(mask)) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  | #if defined(EMBREE_COMPACT_POLYS)
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							|  |  |  |         const TriangleMesh::Triangle& tri = mesh->triangle(primID(index)); | 
					
						
							|  |  |  |         const Vec3fa v0 = mesh->vertices[itime[i]+0][tri.v[vid]]; | 
					
						
							|  |  |  |         const Vec3fa v1 = mesh->vertices[itime[i]+1][tri.v[vid]]; | 
					
						
							|  |  |  | #else
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							|  |  |  |         const vuint<M>& v = getVertexOffset<vid>(); | 
					
						
							|  |  |  |         const float* vertices0 = (const float*) mesh->vertexPtr(0,itime[i]+0); | 
					
						
							|  |  |  |         const float* vertices1 = (const float*) mesh->vertexPtr(0,itime[i]+1); | 
					
						
							|  |  |  |         const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]); | 
					
						
							|  |  |  |         const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]); | 
					
						
							|  |  |  | #endif
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							|  |  |  |         p0.x[i] = v0.x; p0.y[i] = v0.y; p0.z[i] = v0.z; | 
					
						
							|  |  |  |         p1.x[i] = v1.x; p1.y[i] = v1.y; p1.z[i] = v1.z; | 
					
						
							|  |  |  |       } | 
					
						
							|  |  |  |       return (T(one)-ftime)*p0 + ftime*p1; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     struct Triangle { | 
					
						
							|  |  |  |       vfloat4 v0,v1,v2; | 
					
						
							|  |  |  |     }; | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  | #if defined(EMBREE_COMPACT_POLYS)
 | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  |     __forceinline Triangle loadTriangle(const int i, const Scene* const scene) const  | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       const unsigned int geomID = geomIDs[i]; | 
					
						
							|  |  |  |       const unsigned int primID = primIDs[i]; | 
					
						
							|  |  |  |       if (unlikely(primID == -1)) return { zero, zero, zero }; | 
					
						
							|  |  |  |       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID); | 
					
						
							|  |  |  |       const TriangleMesh::Triangle& tri = mesh->triangle(primID); | 
					
						
							|  |  |  |       const vfloat4 v0 = (vfloat4) mesh->vertices0[tri.v[0]]; | 
					
						
							|  |  |  |       const vfloat4 v1 = (vfloat4) mesh->vertices0[tri.v[1]]; | 
					
						
							|  |  |  |       const vfloat4 v2 = (vfloat4) mesh->vertices0[tri.v[2]]; | 
					
						
							|  |  |  |       return { v0, v1, v2 }; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     __forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const  | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       const unsigned int primID = primIDs[i]; | 
					
						
							|  |  |  |       if (unlikely(primID == -1)) return { zero, zero, zero }; | 
					
						
							|  |  |  |       const TriangleMesh::Triangle& tri = mesh->triangle(primID); | 
					
						
							|  |  |  |       const vfloat4 v0 = (vfloat4) mesh->vertices[itime][tri.v[0]]; | 
					
						
							|  |  |  |       const vfloat4 v1 = (vfloat4) mesh->vertices[itime][tri.v[1]]; | 
					
						
							|  |  |  |       const vfloat4 v2 = (vfloat4) mesh->vertices[itime][tri.v[2]]; | 
					
						
							|  |  |  |       return { v0, v1, v2 }; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     __forceinline Triangle loadTriangle(const int i, const Scene* const scene) const  | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       const float* vertices = scene->vertices[geomID(i)]; | 
					
						
							|  |  |  |       const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]); | 
					
						
							|  |  |  |       const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]); | 
					
						
							|  |  |  |       const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]); | 
					
						
							|  |  |  |       return { v0, v1, v2 }; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     __forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const  | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       const float* vertices = (const float*) mesh->vertexPtr(0,itime); | 
					
						
							|  |  |  |       const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]); | 
					
						
							|  |  |  |       const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]); | 
					
						
							|  |  |  |       const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]); | 
					
						
							|  |  |  |       return { v0, v1, v2 }; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |      | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     /* Gather the triangles */ | 
					
						
							|  |  |  |     __forceinline void gather(Vec3vf<M>& p0, Vec3vf<M>& p1, Vec3vf<M>& p2, const Scene* const scene) const; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     template<int K> | 
					
						
							|  |  |  | #if defined(__INTEL_COMPILER) && (__INTEL_COMPILER < 2000) // workaround for compiler bug in ICC 2019
 | 
					
						
							|  |  |  |     __noinline | 
					
						
							|  |  |  | #else
 | 
					
						
							|  |  |  |     __forceinline | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  |     void gather(const vbool<K>& valid, | 
					
						
							|  |  |  |                 Vec3vf<K>& p0, | 
					
						
							|  |  |  |                 Vec3vf<K>& p1, | 
					
						
							|  |  |  |                 Vec3vf<K>& p2, | 
					
						
							|  |  |  |                 const size_t index, | 
					
						
							|  |  |  |                 const Scene* const scene, | 
					
						
							|  |  |  |                 const vfloat<K>& time) const | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |       const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index)); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |       vfloat<K> ftime; | 
					
						
							| 
									
										
										
										
											2021-05-20 12:49:33 +02:00
										 |  |  |       const vint<K> itime = mesh->timeSegment<K>(time, ftime); | 
					
						
							| 
									
										
										
										
											2021-04-20 18:38:09 +02:00
										 |  |  | 
 | 
					
						
							|  |  |  |       const size_t first = bsf(movemask(valid)); | 
					
						
							|  |  |  |       if (likely(all(valid,itime[first] == itime))) | 
					
						
							|  |  |  |       { | 
					
						
							|  |  |  |         p0 = getVertex<0>(index, scene, itime[first], ftime); | 
					
						
							|  |  |  |         p1 = getVertex<1>(index, scene, itime[first], ftime); | 
					
						
							|  |  |  |         p2 = getVertex<2>(index, scene, itime[first], ftime); | 
					
						
							|  |  |  |       } else { | 
					
						
							| 
									
										
										
										
											2021-05-20 12:49:33 +02:00
										 |  |  |         p0 = getVertex<0,K>(valid, index, scene, itime, ftime); | 
					
						
							|  |  |  |         p1 = getVertex<1,K>(valid, index, scene, itime, ftime); | 
					
						
							|  |  |  |         p2 = getVertex<2,K>(valid, index, scene, itime, ftime); | 
					
						
							| 
									
										
										
										
											2021-04-20 18:38:09 +02:00
										 |  |  |       } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     __forceinline void gather(Vec3vf<M>& p0, | 
					
						
							|  |  |  |                               Vec3vf<M>& p1, | 
					
						
							|  |  |  |                               Vec3vf<M>& p2, | 
					
						
							|  |  |  |                               const TriangleMesh* mesh, | 
					
						
							|  |  |  |                               const Scene *const scene, | 
					
						
							|  |  |  |                               const int itime) const; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     __forceinline void gather(Vec3vf<M>& p0, | 
					
						
							|  |  |  |                               Vec3vf<M>& p1, | 
					
						
							|  |  |  |                               Vec3vf<M>& p2, | 
					
						
							|  |  |  |                               const Scene *const scene, | 
					
						
							|  |  |  |                               const float time) const; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if !defined(EMBREE_COMPACT_POLYS)
 | 
					
						
							|  |  |  |     template<int N> const vuint<M>& getVertexOffset() const; | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  |   }; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #if !defined(EMBREE_COMPACT_POLYS)
 | 
					
						
							|  |  |  |   template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<0>() const { return v0_; } | 
					
						
							|  |  |  |   template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<1>() const { return v1_; } | 
					
						
							|  |  |  |   template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<2>() const { return v2_; } | 
					
						
							|  |  |  | #endif
 | 
					
						
							|  |  |  |    | 
					
						
							|  |  |  |   template<> | 
					
						
							|  |  |  |   __forceinline void TriangleMi<4>::gather(Vec3vf4& p0, | 
					
						
							|  |  |  |                                            Vec3vf4& p1, | 
					
						
							|  |  |  |                                            Vec3vf4& p2, | 
					
						
							|  |  |  |                                            const Scene* const scene) const | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     const Triangle tri0 = loadTriangle(0,scene); | 
					
						
							|  |  |  |     const Triangle tri1 = loadTriangle(1,scene); | 
					
						
							|  |  |  |     const Triangle tri2 = loadTriangle(2,scene); | 
					
						
							|  |  |  |     const Triangle tri3 = loadTriangle(3,scene); | 
					
						
							|  |  |  |     transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z); | 
					
						
							|  |  |  |     transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z); | 
					
						
							|  |  |  |     transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   template<> | 
					
						
							|  |  |  |   __forceinline void TriangleMi<4>::gather(Vec3vf4& p0, | 
					
						
							|  |  |  |                                            Vec3vf4& p1, | 
					
						
							|  |  |  |                                            Vec3vf4& p2, | 
					
						
							|  |  |  |                                            const TriangleMesh* mesh, | 
					
						
							|  |  |  |                                            const Scene *const scene, | 
					
						
							|  |  |  |                                            const int itime) const | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     const Triangle tri0 = loadTriangle(0,itime,mesh); | 
					
						
							|  |  |  |     const Triangle tri1 = loadTriangle(1,itime,mesh); | 
					
						
							|  |  |  |     const Triangle tri2 = loadTriangle(2,itime,mesh); | 
					
						
							|  |  |  |     const Triangle tri3 = loadTriangle(3,itime,mesh); | 
					
						
							|  |  |  |     transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z); | 
					
						
							|  |  |  |     transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z); | 
					
						
							|  |  |  |     transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   template<> | 
					
						
							|  |  |  |   __forceinline void TriangleMi<4>::gather(Vec3vf4& p0, | 
					
						
							|  |  |  |                                            Vec3vf4& p1, | 
					
						
							|  |  |  |                                            Vec3vf4& p2, | 
					
						
							|  |  |  |                                            const Scene *const scene, | 
					
						
							|  |  |  |                                            const float time) const | 
					
						
							|  |  |  |   { | 
					
						
							|  |  |  |     const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(0)); // in mblur mode all geometries are identical
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     float ftime; | 
					
						
							|  |  |  |     const int itime = mesh->timeSegment(time, ftime); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     Vec3vf4 a0,a1,a2; gather(a0,a1,a2,mesh,scene,itime); | 
					
						
							|  |  |  |     Vec3vf4 b0,b1,b2; gather(b0,b1,b2,mesh,scene,itime+1); | 
					
						
							|  |  |  |     p0 = lerp(a0,b0,vfloat4(ftime)); | 
					
						
							|  |  |  |     p1 = lerp(a1,b1,vfloat4(ftime)); | 
					
						
							|  |  |  |     p2 = lerp(a2,b2,vfloat4(ftime)); | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  |   } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   template<int M> | 
					
						
							|  |  |  |   typename TriangleMi<M>::Type TriangleMi<M>::type; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |   typedef TriangleMi<4> Triangle4i; | 
					
						
							|  |  |  | } |