mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 13:41:03 +00:00 
			
		
		
		
	 767e374dce
			
		
	
	
		767e374dce
		
	
	
	
	
		
			
			Since Embree v3.13.0 supports AARCH64, switch back to the official repo instead of using Embree-aarch64. `thirdparty/embree/patches/godot-changes.patch` should now contain an accurate diff of the changes done to the library.
		
			
				
	
	
		
			1403 lines
		
	
	
	
		
			67 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1403 lines
		
	
	
	
		
			67 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2009-2021 Intel Corporation
 | |
| // SPDX-License-Identifier: Apache-2.0
 | |
| 
 | |
| #pragma once
 | |
| 
 | |
| #include "node_intersector.h"
 | |
| 
 | |
| namespace embree
 | |
| {
 | |
|   namespace isa
 | |
|   {
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Ray structure used in single-ray traversal
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N, bool robust>
 | |
|       struct TravRayBase;
 | |
|       
 | |
|     /* Base (without tnear and tfar) */
 | |
|     template<int N>
 | |
|       struct TravRayBase<N,false>
 | |
|     {
 | |
|       __forceinline TravRayBase() {}
 | |
| 
 | |
|       __forceinline TravRayBase(const Vec3fa& ray_org, const Vec3fa& ray_dir)
 | |
|         : org_xyz(ray_org), dir_xyz(ray_dir) 
 | |
|       {
 | |
|         const Vec3fa ray_rdir = rcp_safe(ray_dir);
 | |
|         org = Vec3vf<N>(ray_org.x,ray_org.y,ray_org.z);
 | |
|         dir = Vec3vf<N>(ray_dir.x,ray_dir.y,ray_dir.z);
 | |
|         rdir = Vec3vf<N>(ray_rdir.x,ray_rdir.y,ray_rdir.z);
 | |
| #if defined(__AVX2__) || defined(__ARM_NEON)
 | |
|         const Vec3fa ray_org_rdir = ray_org*ray_rdir;
 | |
|         org_rdir = Vec3vf<N>(ray_org_rdir.x,ray_org_rdir.y,ray_org_rdir.z);
 | |
| #endif
 | |
|         nearX = ray_rdir.x >= 0.0f ? 0*sizeof(vfloat<N>) : 1*sizeof(vfloat<N>);
 | |
|         nearY = ray_rdir.y >= 0.0f ? 2*sizeof(vfloat<N>) : 3*sizeof(vfloat<N>);
 | |
|         nearZ = ray_rdir.z >= 0.0f ? 4*sizeof(vfloat<N>) : 5*sizeof(vfloat<N>);
 | |
|         farX  = nearX ^ sizeof(vfloat<N>);
 | |
|         farY  = nearY ^ sizeof(vfloat<N>);
 | |
|         farZ  = nearZ ^ sizeof(vfloat<N>);
 | |
|       }
 | |
| 
 | |
|       template<int K>
 | |
|       __forceinline void init(size_t k, const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir,
 | |
|                               const Vec3vf<K>& ray_rdir, const Vec3vi<K>& nearXYZ,
 | |
|                               size_t flip = sizeof(vfloat<N>))
 | |
|       {
 | |
|         org  = Vec3vf<N>(ray_org.x[k], ray_org.y[k], ray_org.z[k]);
 | |
|         dir  = Vec3vf<N>(ray_dir.x[k], ray_dir.y[k], ray_dir.z[k]);
 | |
|         rdir = Vec3vf<N>(ray_rdir.x[k], ray_rdir.y[k], ray_rdir.z[k]);
 | |
| #if defined(__AVX2__) || defined(__ARM_NEON)
 | |
| 	org_rdir = org*rdir;
 | |
| #endif
 | |
| 	nearX = nearXYZ.x[k];
 | |
| 	nearY = nearXYZ.y[k];
 | |
| 	nearZ = nearXYZ.z[k];
 | |
|         farX  = nearX ^ flip;
 | |
|         farY  = nearY ^ flip;
 | |
|         farZ  = nearZ ^ flip;
 | |
|       }
 | |
| 
 | |
|       Vec3fa org_xyz, dir_xyz;
 | |
|       Vec3vf<N> org, dir, rdir;
 | |
| #if defined(__AVX2__) || defined(__ARM_NEON)
 | |
|       Vec3vf<N> org_rdir;
 | |
| #endif
 | |
|       size_t nearX, nearY, nearZ;
 | |
|       size_t farX, farY, farZ;
 | |
|     };
 | |
| 
 | |
|     /* Base (without tnear and tfar) */
 | |
|     template<int N>
 | |
|       struct TravRayBase<N,true>
 | |
|     {
 | |
|       __forceinline TravRayBase() {}
 | |
| 
 | |
|       __forceinline TravRayBase(const Vec3fa& ray_org, const Vec3fa& ray_dir)
 | |
|         : org_xyz(ray_org), dir_xyz(ray_dir) 
 | |
|       {
 | |
|         const float round_down = 1.0f-3.0f*float(ulp);
 | |
|         const float round_up   = 1.0f+3.0f*float(ulp);
 | |
|         const Vec3fa ray_rdir = 1.0f/zero_fix(ray_dir);
 | |
|         const Vec3fa ray_rdir_near = round_down*ray_rdir;
 | |
|         const Vec3fa ray_rdir_far  = round_up  *ray_rdir;
 | |
|         org = Vec3vf<N>(ray_org.x,ray_org.y,ray_org.z);
 | |
|         dir = Vec3vf<N>(ray_dir.x,ray_dir.y,ray_dir.z);
 | |
|         rdir_near = Vec3vf<N>(ray_rdir_near.x,ray_rdir_near.y,ray_rdir_near.z);
 | |
|         rdir_far  = Vec3vf<N>(ray_rdir_far .x,ray_rdir_far .y,ray_rdir_far .z);
 | |
| 
 | |
|         nearX = ray_rdir_near.x >= 0.0f ? 0*sizeof(vfloat<N>) : 1*sizeof(vfloat<N>);
 | |
|         nearY = ray_rdir_near.y >= 0.0f ? 2*sizeof(vfloat<N>) : 3*sizeof(vfloat<N>);
 | |
|         nearZ = ray_rdir_near.z >= 0.0f ? 4*sizeof(vfloat<N>) : 5*sizeof(vfloat<N>);
 | |
|         farX  = nearX ^ sizeof(vfloat<N>);
 | |
|         farY  = nearY ^ sizeof(vfloat<N>);
 | |
|         farZ  = nearZ ^ sizeof(vfloat<N>);
 | |
|       }
 | |
| 
 | |
|       template<int K>
 | |
|       __forceinline void init(size_t k, const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir,
 | |
|                               const Vec3vf<K>& ray_rdir, const Vec3vi<K>& nearXYZ,
 | |
|                               size_t flip = sizeof(vfloat<N>))
 | |
|       {
 | |
|         const vfloat<N> round_down = 1.0f-3.0f*float(ulp);
 | |
|         const vfloat<N> round_up   = 1.0f+3.0f*float(ulp);
 | |
|         org  = Vec3vf<N>(ray_org.x[k], ray_org.y[k], ray_org.z[k]);
 | |
|         dir  = Vec3vf<N>(ray_dir.x[k], ray_dir.y[k], ray_dir.z[k]);
 | |
|         rdir_near = round_down*Vec3vf<N>(ray_rdir.x[k], ray_rdir.y[k], ray_rdir.z[k]);
 | |
|         rdir_far  = round_up  *Vec3vf<N>(ray_rdir.x[k], ray_rdir.y[k], ray_rdir.z[k]);
 | |
| 
 | |
| 	nearX = nearXYZ.x[k];
 | |
| 	nearY = nearXYZ.y[k];
 | |
| 	nearZ = nearXYZ.z[k];
 | |
|         farX  = nearX ^ flip;
 | |
|         farY  = nearY ^ flip;
 | |
|         farZ  = nearZ ^ flip;
 | |
|       }
 | |
| 
 | |
|       Vec3fa org_xyz, dir_xyz;
 | |
|       Vec3vf<N> org, dir, rdir_near, rdir_far;
 | |
|       size_t nearX, nearY, nearZ;
 | |
|       size_t farX, farY, farZ;
 | |
|     };
 | |
| 
 | |
|     /* Full (with tnear and tfar) */
 | |
|     template<int N, bool robust>
 | |
|       struct TravRay : TravRayBase<N,robust>
 | |
|     {
 | |
|       __forceinline TravRay() {}
 | |
| 
 | |
|       __forceinline TravRay(const Vec3fa& ray_org, const Vec3fa& ray_dir, float ray_tnear, float ray_tfar)
 | |
|         : TravRayBase<N,robust>(ray_org, ray_dir),
 | |
|           tnear(ray_tnear), tfar(ray_tfar) {}
 | |
| 
 | |
|       template<int K>
 | |
|       __forceinline void init(size_t k, const Vec3vf<K>& ray_org, const Vec3vf<K>& ray_dir,
 | |
|                               const Vec3vf<K>& ray_rdir, const Vec3vi<K>& nearXYZ,
 | |
|                               float ray_tnear, float ray_tfar,
 | |
|                               size_t flip = sizeof(vfloat<N>))
 | |
|       {
 | |
|         TravRayBase<N,robust>::template init<K>(k, ray_org, ray_dir, ray_rdir, nearXYZ, flip);
 | |
|         tnear = ray_tnear; tfar = ray_tfar;
 | |
|       }
 | |
| 
 | |
|       vfloat<N> tnear;
 | |
|       vfloat<N> tfar;
 | |
|     };
 | |
|     
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Point Query structure used in single-ray traversal
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N>
 | |
|     struct TravPointQuery
 | |
|     {
 | |
|       __forceinline TravPointQuery() {}
 | |
| 
 | |
|       __forceinline TravPointQuery(const Vec3fa& query_org, const Vec3fa& query_rad)
 | |
|       {
 | |
|         org = Vec3vf<N>(query_org.x, query_org.y, query_org.z);
 | |
|         rad = Vec3vf<N>(query_rad.x, query_rad.y, query_rad.z);
 | |
|       }
 | |
| 
 | |
|       __forceinline vfloat<N> const& tfar() const {
 | |
|         return rad.x;
 | |
|       }
 | |
| 
 | |
|       Vec3vf<N> org, rad;
 | |
|     };
 | |
|     
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // point query
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQuerySphereDistAndMask(
 | |
|       const TravPointQuery<N>& query, vfloat<N>& dist, vfloat<N> const& minX, vfloat<N> const& maxX, 
 | |
|       vfloat<N> const& minY, vfloat<N> const& maxY, vfloat<N> const& minZ, vfloat<N> const& maxZ)
 | |
|     {
 | |
|       const vfloat<N> vX = min(max(query.org.x, minX), maxX) - query.org.x;
 | |
|       const vfloat<N> vY = min(max(query.org.y, minY), maxY) - query.org.y;
 | |
|       const vfloat<N> vZ = min(max(query.org.z, minZ), maxZ) - query.org.z;
 | |
|       dist = vX * vX + vY * vY + vZ * vZ;
 | |
|       const vbool<N> vmask = dist <= query.tfar()*query.tfar();
 | |
|       const vbool<N> valid = minX <= maxX;
 | |
|       return movemask(vmask) & movemask(valid);
 | |
|     }
 | |
| 
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::AABBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
 | |
|     {
 | |
|       const vfloat<N> minX = vfloat<N>::load((float*)((const char*)&node->lower_x));
 | |
|       const vfloat<N> minY = vfloat<N>::load((float*)((const char*)&node->lower_y));
 | |
|       const vfloat<N> minZ = vfloat<N>::load((float*)((const char*)&node->lower_z));
 | |
|       const vfloat<N> maxX = vfloat<N>::load((float*)((const char*)&node->upper_x));
 | |
|       const vfloat<N> maxY = vfloat<N>::load((float*)((const char*)&node->upper_y));
 | |
|       const vfloat<N> maxZ = vfloat<N>::load((float*)((const char*)&node->upper_z));
 | |
|       return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::AABBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const vfloat<N>* pMinX = (const vfloat<N>*)((const char*)&node->lower_x);
 | |
|       const vfloat<N>* pMinY = (const vfloat<N>*)((const char*)&node->lower_y);
 | |
|       const vfloat<N>* pMinZ = (const vfloat<N>*)((const char*)&node->lower_z);
 | |
|       const vfloat<N>* pMaxX = (const vfloat<N>*)((const char*)&node->upper_x);
 | |
|       const vfloat<N>* pMaxY = (const vfloat<N>*)((const char*)&node->upper_y);
 | |
|       const vfloat<N>* pMaxZ = (const vfloat<N>*)((const char*)&node->upper_z);
 | |
|       const vfloat<N> minX = madd(time,pMinX[6],vfloat<N>(pMinX[0]));
 | |
|       const vfloat<N> minY = madd(time,pMinY[6],vfloat<N>(pMinY[0]));
 | |
|       const vfloat<N> minZ = madd(time,pMinZ[6],vfloat<N>(pMinZ[0]));
 | |
|       const vfloat<N> maxX = madd(time,pMaxX[6],vfloat<N>(pMaxX[0]));
 | |
|       const vfloat<N> maxY = madd(time,pMaxY[6],vfloat<N>(pMaxY[0]));
 | |
|       const vfloat<N> maxZ = madd(time,pMaxZ[6],vfloat<N>(pMaxZ[0]));
 | |
|       return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|       __forceinline size_t pointQueryNodeSphereMB4D(const typename BVHN<N>::NodeRef ref, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();
 | |
|       size_t mask = pointQueryNodeSphere(node, query, time, dist);
 | |
| 
 | |
|       if (unlikely(ref.isAABBNodeMB4D())) {
 | |
|         const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;
 | |
|         const vbool<N> vmask = (node1->lower_t <= time) & (time < node1->upper_t);
 | |
|         mask &= movemask(vmask);
 | |
|       }
 | |
| 
 | |
|       return mask;
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
 | |
|     {
 | |
|       const vfloat<N> start_x(node->start.x);
 | |
|       const vfloat<N> scale_x(node->scale.x);
 | |
|       const vfloat<N> minX = madd(node->template dequantize<N>((0*sizeof(vfloat<N>)) >> 2),scale_x,start_x);
 | |
|       const vfloat<N> maxX = madd(node->template dequantize<N>((1*sizeof(vfloat<N>)) >> 2),scale_x,start_x);
 | |
|       const vfloat<N> start_y(node->start.y);
 | |
|       const vfloat<N> scale_y(node->scale.y);
 | |
|       const vfloat<N> minY = madd(node->template dequantize<N>((2*sizeof(vfloat<N>)) >> 2),scale_y,start_y);
 | |
|       const vfloat<N> maxY = madd(node->template dequantize<N>((3*sizeof(vfloat<N>)) >> 2),scale_y,start_y);
 | |
|       const vfloat<N> start_z(node->start.z);
 | |
|       const vfloat<N> scale_z(node->scale.z);
 | |
|       const vfloat<N> minZ = madd(node->template dequantize<N>((4*sizeof(vfloat<N>)) >> 2),scale_z,start_z);
 | |
|       const vfloat<N> maxZ = madd(node->template dequantize<N>((5*sizeof(vfloat<N>)) >> 2),scale_z,start_z);
 | |
|       return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & movemask(node->validMask());
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const vfloat<N> minX = node->dequantizeLowerX(time);
 | |
|       const vfloat<N> maxX = node->dequantizeUpperX(time);
 | |
|       const vfloat<N> minY = node->dequantizeLowerY(time);
 | |
|       const vfloat<N> maxY = node->dequantizeUpperY(time);
 | |
|       const vfloat<N> minZ = node->dequantizeLowerZ(time);
 | |
|       const vfloat<N> maxZ = node->dequantizeUpperZ(time);     
 | |
|       return pointQuerySphereDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & movemask(node->validMask());
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::OBBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
 | |
|     {
 | |
|       // TODO: point query - implement
 | |
|       const vbool<N> vmask = vbool<N>(true);
 | |
|       const size_t mask = movemask(vmask) & ((1<<N)-1);
 | |
|       dist = vfloat<N>(0.0f);
 | |
|       return mask;
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeSphere(const typename BVHN<N>::OBBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       // TODO: point query - implement
 | |
|       const vbool<N> vmask = vbool<N>(true);
 | |
|       const size_t mask = movemask(vmask) & ((1<<N)-1);
 | |
|       dist = vfloat<N>(0.0f);
 | |
|       return mask;
 | |
|     }
 | |
| 
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryAABBDistAndMask(
 | |
|       const TravPointQuery<N>& query, vfloat<N>& dist, vfloat<N> const& minX, vfloat<N> const& maxX, 
 | |
|       vfloat<N> const& minY, vfloat<N> const& maxY, vfloat<N> const& minZ, vfloat<N> const& maxZ)
 | |
|     {
 | |
|       const vfloat<N> vX = min(max(query.org.x, minX), maxX) - query.org.x;
 | |
|       const vfloat<N> vY = min(max(query.org.y, minY), maxY) - query.org.y;
 | |
|       const vfloat<N> vZ = min(max(query.org.z, minZ), maxZ) - query.org.z;
 | |
|       dist = vX * vX + vY * vY + vZ * vZ;
 | |
|       const vbool<N> valid = minX <= maxX;
 | |
|       const vbool<N> vmask = !((maxX < query.org.x - query.rad.x) | (minX > query.org.x + query.rad.x) |
 | |
|                                (maxY < query.org.y - query.rad.y) | (minY > query.org.y + query.rad.y) |
 | |
|                                (maxZ < query.org.z - query.rad.z) | (minZ > query.org.z + query.rad.z));
 | |
|       return movemask(vmask) & movemask(valid);
 | |
|     }
 | |
| 
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::AABBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
 | |
|     {
 | |
|       const vfloat<N> minX = vfloat<N>::load((float*)((const char*)&node->lower_x));
 | |
|       const vfloat<N> minY = vfloat<N>::load((float*)((const char*)&node->lower_y));
 | |
|       const vfloat<N> minZ = vfloat<N>::load((float*)((const char*)&node->lower_z));
 | |
|       const vfloat<N> maxX = vfloat<N>::load((float*)((const char*)&node->upper_x));
 | |
|       const vfloat<N> maxY = vfloat<N>::load((float*)((const char*)&node->upper_y));
 | |
|       const vfloat<N> maxZ = vfloat<N>::load((float*)((const char*)&node->upper_z));
 | |
|       return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::AABBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const vfloat<N>* pMinX = (const vfloat<N>*)((const char*)&node->lower_x);
 | |
|       const vfloat<N>* pMinY = (const vfloat<N>*)((const char*)&node->lower_y);
 | |
|       const vfloat<N>* pMinZ = (const vfloat<N>*)((const char*)&node->lower_z);
 | |
|       const vfloat<N>* pMaxX = (const vfloat<N>*)((const char*)&node->upper_x);
 | |
|       const vfloat<N>* pMaxY = (const vfloat<N>*)((const char*)&node->upper_y);
 | |
|       const vfloat<N>* pMaxZ = (const vfloat<N>*)((const char*)&node->upper_z);
 | |
|       const vfloat<N> minX = madd(time,pMinX[6],vfloat<N>(pMinX[0]));
 | |
|       const vfloat<N> minY = madd(time,pMinY[6],vfloat<N>(pMinY[0]));
 | |
|       const vfloat<N> minZ = madd(time,pMinZ[6],vfloat<N>(pMinZ[0]));
 | |
|       const vfloat<N> maxX = madd(time,pMaxX[6],vfloat<N>(pMaxX[0]));
 | |
|       const vfloat<N> maxY = madd(time,pMaxY[6],vfloat<N>(pMaxY[0]));
 | |
|       const vfloat<N> maxZ = madd(time,pMaxZ[6],vfloat<N>(pMaxZ[0]));
 | |
|       return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ);
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|       __forceinline size_t pointQueryNodeAABBMB4D(const typename BVHN<N>::NodeRef ref, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();
 | |
|       size_t mask = pointQueryNodeAABB(node, query, time, dist);
 | |
| 
 | |
|       if (unlikely(ref.isAABBNodeMB4D())) {
 | |
|         const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;
 | |
|         const vbool<N> vmask = (node1->lower_t <= time) & (time < node1->upper_t);
 | |
|         mask &= movemask(vmask);
 | |
|       }
 | |
| 
 | |
|       return mask;
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
 | |
|     {
 | |
|       const size_t mvalid  = movemask(node->validMask());
 | |
|       const vfloat<N> start_x(node->start.x);
 | |
|       const vfloat<N> scale_x(node->scale.x);
 | |
|       const vfloat<N> minX = madd(node->template dequantize<N>((0*sizeof(vfloat<N>)) >> 2),scale_x,start_x);
 | |
|       const vfloat<N> maxX = madd(node->template dequantize<N>((1*sizeof(vfloat<N>)) >> 2),scale_x,start_x);
 | |
|       const vfloat<N> start_y(node->start.y);
 | |
|       const vfloat<N> scale_y(node->scale.y);
 | |
|       const vfloat<N> minY = madd(node->template dequantize<N>((2*sizeof(vfloat<N>)) >> 2),scale_y,start_y);
 | |
|       const vfloat<N> maxY = madd(node->template dequantize<N>((3*sizeof(vfloat<N>)) >> 2),scale_y,start_y);
 | |
|       const vfloat<N> start_z(node->start.z);
 | |
|       const vfloat<N> scale_z(node->scale.z);
 | |
|       const vfloat<N> minZ = madd(node->template dequantize<N>((4*sizeof(vfloat<N>)) >> 2),scale_z,start_z);
 | |
|       const vfloat<N> maxZ = madd(node->template dequantize<N>((5*sizeof(vfloat<N>)) >> 2),scale_z,start_z);
 | |
|       return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & mvalid;
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const size_t mvalid  = movemask(node->validMask());
 | |
|       const vfloat<N> minX = node->dequantizeLowerX(time);
 | |
|       const vfloat<N> maxX = node->dequantizeUpperX(time);
 | |
|       const vfloat<N> minY = node->dequantizeLowerY(time);
 | |
|       const vfloat<N> maxY = node->dequantizeUpperY(time);
 | |
|       const vfloat<N> minZ = node->dequantizeLowerZ(time);
 | |
|       const vfloat<N> maxZ = node->dequantizeUpperZ(time);     
 | |
|       return pointQueryAABBDistAndMask(query, dist, minX, maxX, minY, maxY, minZ, maxZ) & mvalid;
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::OBBNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
 | |
|     {
 | |
|       // TODO: point query - implement
 | |
|       const vbool<N> vmask = vbool<N>(true);
 | |
|       const size_t mask = movemask(vmask) & ((1<<N)-1);
 | |
|       dist = vfloat<N>(0.0f);
 | |
|       return mask;
 | |
|     }
 | |
|     
 | |
|     template<int N>
 | |
|     __forceinline size_t pointQueryNodeAABB(const typename BVHN<N>::OBBNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       // TODO: point query - implement
 | |
|       const vbool<N> vmask = vbool<N>(true);
 | |
|       const size_t mask = movemask(vmask) & ((1<<N)-1);
 | |
|       dist = vfloat<N>(0.0f);
 | |
|       return mask;
 | |
|     }
 | |
| 
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Fast AABBNode intersection
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N, bool robust>
 | |
|       __forceinline size_t intersectNode(const typename BVHN<N>::AABBNode* node, const TravRay<N,robust>& ray, vfloat<N>& dist);
 | |
| 
 | |
|     template<>
 | |
|       __forceinline size_t intersectNode<4>(const typename BVH4::AABBNode* node, const TravRay<4,false>& ray, vfloat4& dist)
 | |
|     {
 | |
| #if defined(__AVX2__) || defined(__ARM_NEON)
 | |
|       const vfloat4 tNearX = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearX)), ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat4 tNearY = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearY)), ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat4 tNearZ = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.nearZ)), ray.rdir.z, ray.org_rdir.z);
 | |
|       const vfloat4 tFarX  = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.farX )), ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat4 tFarY  = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.farY )), ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat4 tFarZ  = msub(vfloat4::load((float*)((const char*)&node->lower_x+ray.farZ )), ray.rdir.z, ray.org_rdir.z);
 | |
| #else
 | |
|       const vfloat4 tNearX = (vfloat4::load((float*)((const char*)&node->lower_x+ray.nearX)) - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat4 tNearY = (vfloat4::load((float*)((const char*)&node->lower_x+ray.nearY)) - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat4 tNearZ = (vfloat4::load((float*)((const char*)&node->lower_x+ray.nearZ)) - ray.org.z) * ray.rdir.z;
 | |
|       const vfloat4 tFarX  = (vfloat4::load((float*)((const char*)&node->lower_x+ray.farX )) - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat4 tFarY  = (vfloat4::load((float*)((const char*)&node->lower_x+ray.farY )) - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat4 tFarZ  = (vfloat4::load((float*)((const char*)&node->lower_x+ray.farZ )) - ray.org.z) * ray.rdir.z;
 | |
| #endif
 | |
| 
 | |
| #if defined(__aarch64__)
 | |
|       const vfloat4 tNear = maxi(tNearX, tNearY, tNearZ, ray.tnear);
 | |
|       const vfloat4 tFar = mini(tFarX, tFarY, tFarZ, ray.tfar);
 | |
|       const vbool4 vmask = asInt(tNear) <= asInt(tFar);
 | |
|       const size_t mask = movemask(vmask);
 | |
| #elif defined(__SSE4_1__) && !defined(__AVX512F__) // up to HSW
 | |
|       const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat4 tFar  = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool4 vmask = asInt(tNear) > asInt(tFar);
 | |
|       const size_t mask = movemask(vmask) ^ ((1<<4)-1);
 | |
| #elif defined(__AVX512F__) // SKX
 | |
|       const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat4 tFar  = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool4 vmask = asInt(tNear) <= asInt(tFar);
 | |
|       const size_t mask = movemask(vmask);
 | |
| #else
 | |
|       const vfloat4 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat4 tFar  = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool4 vmask = tNear <= tFar;
 | |
|       const size_t mask = movemask(vmask);
 | |
| #endif
 | |
|       dist = tNear;
 | |
|       return mask;
 | |
|     }
 | |
| 
 | |
| #if defined(__AVX__)
 | |
| 
 | |
|     template<>
 | |
|       __forceinline size_t intersectNode<8>(const typename BVH8::AABBNode* node, const TravRay<8,false>& ray, vfloat8& dist)
 | |
|     {
 | |
| #if defined(__AVX2__) || defined(__ARM_NEON)
 | |
|       const vfloat8 tNearX = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearX)), ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat8 tNearY = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearY)), ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat8 tNearZ = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.nearZ)), ray.rdir.z, ray.org_rdir.z);
 | |
|       const vfloat8 tFarX  = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.farX )), ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat8 tFarY  = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.farY )), ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat8 tFarZ  = msub(vfloat8::load((float*)((const char*)&node->lower_x+ray.farZ )), ray.rdir.z, ray.org_rdir.z);
 | |
| #else
 | |
|       const vfloat8 tNearX = (vfloat8::load((float*)((const char*)&node->lower_x+ray.nearX)) - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat8 tNearY = (vfloat8::load((float*)((const char*)&node->lower_x+ray.nearY)) - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat8 tNearZ = (vfloat8::load((float*)((const char*)&node->lower_x+ray.nearZ)) - ray.org.z) * ray.rdir.z;
 | |
|       const vfloat8 tFarX  = (vfloat8::load((float*)((const char*)&node->lower_x+ray.farX )) - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat8 tFarY  = (vfloat8::load((float*)((const char*)&node->lower_x+ray.farY )) - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat8 tFarZ  = (vfloat8::load((float*)((const char*)&node->lower_x+ray.farZ )) - ray.org.z) * ray.rdir.z;
 | |
| #endif
 | |
|       
 | |
| #if defined(__AVX2__) && !defined(__AVX512F__) // HSW
 | |
|       const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat8 tFar  = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool8 vmask = asInt(tNear) > asInt(tFar);
 | |
|       const size_t mask = movemask(vmask) ^ ((1<<8)-1);
 | |
| #elif defined(__AVX512F__) // SKX
 | |
|       const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat8 tFar  = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool8 vmask = asInt(tNear) <= asInt(tFar);
 | |
|       const size_t mask = movemask(vmask);
 | |
| #else
 | |
|       const vfloat8 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat8 tFar  = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool8 vmask = tNear <= tFar;
 | |
|       const size_t mask = movemask(vmask);
 | |
| #endif
 | |
|       dist = tNear;
 | |
|       return mask;
 | |
|     }
 | |
| 
 | |
| #endif
 | |
| 
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Robust AABBNode intersection
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N>
 | |
|       __forceinline size_t intersectNodeRobust(const typename BVHN<N>::AABBNode* node, const TravRay<N,true>& ray, vfloat<N>& dist)
 | |
|     {
 | |
|       const vfloat<N> tNearX = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.nearX)) - ray.org.x) * ray.rdir_near.x;
 | |
|       const vfloat<N> tNearY = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.nearY)) - ray.org.y) * ray.rdir_near.y;
 | |
|       const vfloat<N> tNearZ = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.nearZ)) - ray.org.z) * ray.rdir_near.z;
 | |
|       const vfloat<N> tFarX  = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.farX )) - ray.org.x) * ray.rdir_far.x;
 | |
|       const vfloat<N> tFarY  = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.farY )) - ray.org.y) * ray.rdir_far.y;
 | |
|       const vfloat<N> tFarZ  = (vfloat<N>::load((float*)((const char*)&node->lower_x+ray.farZ )) - ray.org.z) * ray.rdir_far.z;
 | |
|       const vfloat<N> tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat<N> tFar  = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool<N> vmask = tNear <= tFar;
 | |
|       const size_t mask = movemask(vmask);
 | |
|       dist = tNear;
 | |
|       return mask;
 | |
|     }
 | |
| 
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Fast AABBNodeMB intersection
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N>
 | |
|       __forceinline size_t intersectNode(const typename BVHN<N>::AABBNodeMB* node, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);
 | |
|       const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);
 | |
|       const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);
 | |
|       const vfloat<N>* pFarX  = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);
 | |
|       const vfloat<N>* pFarY  = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);
 | |
|       const vfloat<N>* pFarZ  = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);
 | |
| #if defined(__AVX2__) || defined(__ARM_NEON)
 | |
|       const vfloat<N> tNearX = msub(madd(time,pNearX[6],vfloat<N>(pNearX[0])), ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat<N> tNearY = msub(madd(time,pNearY[6],vfloat<N>(pNearY[0])), ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat<N> tNearZ = msub(madd(time,pNearZ[6],vfloat<N>(pNearZ[0])), ray.rdir.z, ray.org_rdir.z);
 | |
|       const vfloat<N> tFarX  = msub(madd(time,pFarX [6],vfloat<N>(pFarX [0])), ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat<N> tFarY  = msub(madd(time,pFarY [6],vfloat<N>(pFarY [0])), ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat<N> tFarZ  = msub(madd(time,pFarZ [6],vfloat<N>(pFarZ [0])), ray.rdir.z, ray.org_rdir.z);
 | |
| #else
 | |
|       const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir.z;
 | |
|       const vfloat<N> tFarX  = (madd(time,pFarX [6],vfloat<N>(pFarX [0])) - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat<N> tFarY  = (madd(time,pFarY [6],vfloat<N>(pFarY [0])) - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat<N> tFarZ  = (madd(time,pFarZ [6],vfloat<N>(pFarZ [0])) - ray.org.z) * ray.rdir.z;
 | |
| #endif
 | |
| #if defined(__AVX2__) && !defined(__AVX512F__) // HSW
 | |
|       const vfloat<N> tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat<N> tFar  = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool<N> vmask = asInt(tNear) > asInt(tFar);
 | |
|       const size_t mask = movemask(vmask) ^ ((1<<N)-1);
 | |
| #elif defined(__AVX512F__) // SKX
 | |
|       const vfloat<N> tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat<N> tFar  = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool<N> vmask = asInt(tNear) <= asInt(tFar);
 | |
|       const size_t mask = movemask(vmask);
 | |
| #else
 | |
|       const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);
 | |
|       const vfloat<N> tFar  = min(ray.tfar, tFarX ,tFarY ,tFarZ );
 | |
|       const vbool<N> vmask = tNear <= tFar;
 | |
|       const size_t mask = movemask(vmask);
 | |
| #endif
 | |
|       dist = tNear;
 | |
|       return mask;
 | |
|     }
 | |
| 
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Robust AABBNodeMB intersection
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N>
 | |
|       __forceinline size_t intersectNodeRobust(const typename BVHN<N>::AABBNodeMB* node, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);
 | |
|       const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);
 | |
|       const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);
 | |
|       const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir_near.x;
 | |
|       const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir_near.y;
 | |
|       const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir_near.z;
 | |
|       const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);
 | |
|       const vfloat<N>* pFarX = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);
 | |
|       const vfloat<N>* pFarY = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);
 | |
|       const vfloat<N>* pFarZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);
 | |
|       const vfloat<N> tFarX = (madd(time,pFarX[6],vfloat<N>(pFarX[0])) - ray.org.x) * ray.rdir_far.x;
 | |
|       const vfloat<N> tFarY = (madd(time,pFarY[6],vfloat<N>(pFarY[0])) - ray.org.y) * ray.rdir_far.y;
 | |
|       const vfloat<N> tFarZ = (madd(time,pFarZ[6],vfloat<N>(pFarZ[0])) - ray.org.z) * ray.rdir_far.z;
 | |
|       const vfloat<N> tFar = min(ray.tfar,tFarX,tFarY,tFarZ);
 | |
|       const size_t mask = movemask(tNear <= tFar);
 | |
|       dist = tNear;
 | |
|       return mask;
 | |
|     }
 | |
|     
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Fast AABBNodeMB4D intersection
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N>
 | |
|       __forceinline size_t intersectNodeMB4D(const typename BVHN<N>::NodeRef ref, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();
 | |
|         
 | |
|       const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);
 | |
|       const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);
 | |
|       const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);
 | |
|       const vfloat<N>* pFarX  = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);
 | |
|       const vfloat<N>* pFarY  = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);
 | |
|       const vfloat<N>* pFarZ  = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);
 | |
| #if defined (__AVX2__) || defined(__ARM_NEON)
 | |
|       const vfloat<N> tNearX = msub(madd(time,pNearX[6],vfloat<N>(pNearX[0])), ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat<N> tNearY = msub(madd(time,pNearY[6],vfloat<N>(pNearY[0])), ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat<N> tNearZ = msub(madd(time,pNearZ[6],vfloat<N>(pNearZ[0])), ray.rdir.z, ray.org_rdir.z);
 | |
|       const vfloat<N> tFarX  = msub(madd(time,pFarX [6],vfloat<N>(pFarX [0])), ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat<N> tFarY  = msub(madd(time,pFarY [6],vfloat<N>(pFarY [0])), ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat<N> tFarZ  = msub(madd(time,pFarZ [6],vfloat<N>(pFarZ [0])), ray.rdir.z, ray.org_rdir.z);
 | |
| #else
 | |
|       const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir.z;
 | |
|       const vfloat<N> tFarX  = (madd(time,pFarX [6],vfloat<N>(pFarX [0])) - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat<N> tFarY  = (madd(time,pFarY [6],vfloat<N>(pFarY [0])) - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat<N> tFarZ  = (madd(time,pFarZ [6],vfloat<N>(pFarZ [0])) - ray.org.z) * ray.rdir.z;
 | |
| #endif
 | |
| #if defined(__AVX2__) && !defined(__AVX512F__)
 | |
|       const vfloat<N> tNear = maxi(maxi(tNearX,tNearY),maxi(tNearZ,ray.tnear));
 | |
|       const vfloat<N> tFar  = mini(mini(tFarX ,tFarY ),mini(tFarZ ,ray.tfar ));
 | |
| #else
 | |
|       const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);
 | |
|       const vfloat<N> tFar  = min(ray.tfar, tFarX ,tFarY ,tFarZ );
 | |
| #endif
 | |
|       vbool<N> vmask = tNear <= tFar;
 | |
|       if (unlikely(ref.isAABBNodeMB4D())) {
 | |
|         const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;
 | |
|         vmask &= (node1->lower_t <= time) & (time < node1->upper_t);
 | |
|       }
 | |
|       const size_t mask = movemask(vmask);
 | |
|       dist = tNear;
 | |
|       return mask;
 | |
|     }
 | |
| 
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Robust AABBNodeMB4D intersection
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N>
 | |
|       __forceinline size_t intersectNodeMB4DRobust(const typename BVHN<N>::NodeRef ref, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const typename BVHN<N>::AABBNodeMB* node = ref.getAABBNodeMB();
 | |
| 
 | |
|       const vfloat<N>* pNearX = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearX);
 | |
|       const vfloat<N>* pNearY = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearY);
 | |
|       const vfloat<N>* pNearZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.nearZ);
 | |
|       const vfloat<N> tNearX = (madd(time,pNearX[6],vfloat<N>(pNearX[0])) - ray.org.x) * ray.rdir_near.x;
 | |
|       const vfloat<N> tNearY = (madd(time,pNearY[6],vfloat<N>(pNearY[0])) - ray.org.y) * ray.rdir_near.y;
 | |
|       const vfloat<N> tNearZ = (madd(time,pNearZ[6],vfloat<N>(pNearZ[0])) - ray.org.z) * ray.rdir_near.z;
 | |
|       const vfloat<N> tNear = max(ray.tnear,tNearX,tNearY,tNearZ);
 | |
|       const vfloat<N>* pFarX = (const vfloat<N>*)((const char*)&node->lower_x+ray.farX);
 | |
|       const vfloat<N>* pFarY = (const vfloat<N>*)((const char*)&node->lower_x+ray.farY);
 | |
|       const vfloat<N>* pFarZ = (const vfloat<N>*)((const char*)&node->lower_x+ray.farZ);
 | |
|       const vfloat<N> tFarX = (madd(time,pFarX[6],vfloat<N>(pFarX[0])) - ray.org.x) * ray.rdir_far.x;
 | |
|       const vfloat<N> tFarY = (madd(time,pFarY[6],vfloat<N>(pFarY[0])) - ray.org.y) * ray.rdir_far.y;
 | |
|       const vfloat<N> tFarZ = (madd(time,pFarZ[6],vfloat<N>(pFarZ[0])) - ray.org.z) * ray.rdir_far.z;
 | |
|       const vfloat<N> tFar = min(ray.tfar,tFarX,tFarY,tFarZ);
 | |
|       vbool<N> vmask = tNear <= tFar;
 | |
|       if (unlikely(ref.isAABBNodeMB4D())) {
 | |
|         const typename BVHN<N>::AABBNodeMB4D* node1 = (const typename BVHN<N>::AABBNodeMB4D*) node;
 | |
|         vmask &= (node1->lower_t <= time) & (time < node1->upper_t);
 | |
|       }
 | |
|       const size_t mask = movemask(vmask);
 | |
|       dist = tNear;
 | |
|       return mask;
 | |
|     }
 | |
| 
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Fast QuantizedBaseNode intersection
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N, bool robust>
 | |
|       __forceinline size_t intersectNode(const typename BVHN<N>::QuantizedBaseNode* node, const TravRay<N,robust>& ray, vfloat<N>& dist);
 | |
| 
 | |
|     template<>
 | |
|       __forceinline size_t intersectNode<4>(const typename BVH4::QuantizedBaseNode* node, const TravRay<4,false>& ray, vfloat4& dist)
 | |
|     {
 | |
|       const size_t mvalid  = movemask(node->validMask());
 | |
|       const vfloat4 start_x(node->start.x);
 | |
|       const vfloat4 scale_x(node->scale.x);
 | |
|       const vfloat4 lower_x = madd(node->dequantize<4>(ray.nearX >> 2),scale_x,start_x);
 | |
|       const vfloat4 upper_x = madd(node->dequantize<4>(ray.farX  >> 2),scale_x,start_x);
 | |
|       const vfloat4 start_y(node->start.y);
 | |
|       const vfloat4 scale_y(node->scale.y);
 | |
|       const vfloat4 lower_y = madd(node->dequantize<4>(ray.nearY >> 2),scale_y,start_y);
 | |
|       const vfloat4 upper_y = madd(node->dequantize<4>(ray.farY  >> 2),scale_y,start_y);
 | |
|       const vfloat4 start_z(node->start.z);
 | |
|       const vfloat4 scale_z(node->scale.z);
 | |
|       const vfloat4 lower_z = madd(node->dequantize<4>(ray.nearZ >> 2),scale_z,start_z);
 | |
|       const vfloat4 upper_z = madd(node->dequantize<4>(ray.farZ  >> 2),scale_z,start_z);
 | |
| 
 | |
| #if defined(__AVX2__) || defined(__ARM_NEON)
 | |
|       const vfloat4 tNearX = msub(lower_x, ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat4 tNearY = msub(lower_y, ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat4 tNearZ = msub(lower_z, ray.rdir.z, ray.org_rdir.z);
 | |
|       const vfloat4 tFarX  = msub(upper_x, ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat4 tFarY  = msub(upper_y, ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat4 tFarZ  = msub(upper_z, ray.rdir.z, ray.org_rdir.z);
 | |
| #else
 | |
|       const vfloat4 tNearX = (lower_x - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat4 tNearY = (lower_y - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat4 tNearZ = (lower_z - ray.org.z) * ray.rdir.z;
 | |
|       const vfloat4 tFarX  = (upper_x - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat4 tFarY  = (upper_y - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat4 tFarZ  = (upper_z - ray.org.z) * ray.rdir.z;
 | |
| #endif
 | |
|       
 | |
| #if defined(__SSE4_1__) && !defined(__AVX512F__) // up to HSW
 | |
|       const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat4 tFar  = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool4 vmask = asInt(tNear) > asInt(tFar);
 | |
|       const size_t mask = movemask(vmask) ^ ((1<<4)-1);
 | |
| #elif defined(__AVX512F__) // SKX
 | |
|       const vfloat4 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat4 tFar  = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool4 vmask = asInt(tNear) <= asInt(tFar);
 | |
|       const size_t mask = movemask(vmask);
 | |
| #else
 | |
|       const vfloat4 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat4 tFar  = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool4 vmask = tNear <= tFar;
 | |
|       const size_t mask = movemask(vmask);
 | |
| #endif
 | |
|       dist = tNear;
 | |
|       return mask & mvalid;
 | |
|     }
 | |
| 
 | |
|     template<>
 | |
|       __forceinline size_t intersectNode<4>(const typename BVH4::QuantizedBaseNode* node, const TravRay<4,true>& ray, vfloat4& dist)
 | |
|     {
 | |
|       const size_t mvalid  = movemask(node->validMask());
 | |
|       const vfloat4 start_x(node->start.x);
 | |
|       const vfloat4 scale_x(node->scale.x);
 | |
|       const vfloat4 lower_x = madd(node->dequantize<4>(ray.nearX >> 2),scale_x,start_x);
 | |
|       const vfloat4 upper_x = madd(node->dequantize<4>(ray.farX  >> 2),scale_x,start_x);
 | |
|       const vfloat4 start_y(node->start.y);
 | |
|       const vfloat4 scale_y(node->scale.y);
 | |
|       const vfloat4 lower_y = madd(node->dequantize<4>(ray.nearY >> 2),scale_y,start_y);
 | |
|       const vfloat4 upper_y = madd(node->dequantize<4>(ray.farY  >> 2),scale_y,start_y);
 | |
|       const vfloat4 start_z(node->start.z);
 | |
|       const vfloat4 scale_z(node->scale.z);
 | |
|       const vfloat4 lower_z = madd(node->dequantize<4>(ray.nearZ >> 2),scale_z,start_z);
 | |
|       const vfloat4 upper_z = madd(node->dequantize<4>(ray.farZ  >> 2),scale_z,start_z);
 | |
| 
 | |
|       const vfloat4 tNearX = (lower_x - ray.org.x) * ray.rdir_near.x;
 | |
|       const vfloat4 tNearY = (lower_y - ray.org.y) * ray.rdir_near.y;
 | |
|       const vfloat4 tNearZ = (lower_z - ray.org.z) * ray.rdir_near.z;
 | |
|       const vfloat4 tFarX  = (upper_x - ray.org.x) * ray.rdir_far.x;
 | |
|       const vfloat4 tFarY  = (upper_y - ray.org.y) * ray.rdir_far.y;
 | |
|       const vfloat4 tFarZ  = (upper_z - ray.org.z) * ray.rdir_far.z;
 | |
|       
 | |
|       const vfloat4 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat4 tFar  = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool4 vmask = tNear <= tFar;
 | |
|       const size_t mask = movemask(vmask);
 | |
|       dist = tNear;
 | |
|       return mask & mvalid;
 | |
|     }
 | |
| 
 | |
| 
 | |
| #if defined(__AVX__)
 | |
| 
 | |
|     template<>
 | |
|       __forceinline size_t intersectNode<8>(const typename BVH8::QuantizedBaseNode* node, const TravRay<8,false>& ray, vfloat8& dist)
 | |
|     {
 | |
|       const size_t mvalid  = movemask(node->validMask());
 | |
|       const vfloat8 start_x(node->start.x);
 | |
|       const vfloat8 scale_x(node->scale.x);
 | |
|       const vfloat8 lower_x = madd(node->dequantize<8>(ray.nearX >> 2),scale_x,start_x);
 | |
|       const vfloat8 upper_x = madd(node->dequantize<8>(ray.farX  >> 2),scale_x,start_x);
 | |
|       const vfloat8 start_y(node->start.y);
 | |
|       const vfloat8 scale_y(node->scale.y);
 | |
|       const vfloat8 lower_y = madd(node->dequantize<8>(ray.nearY >> 2),scale_y,start_y);
 | |
|       const vfloat8 upper_y = madd(node->dequantize<8>(ray.farY  >> 2),scale_y,start_y);
 | |
|       const vfloat8 start_z(node->start.z);
 | |
|       const vfloat8 scale_z(node->scale.z);
 | |
|       const vfloat8 lower_z = madd(node->dequantize<8>(ray.nearZ >> 2),scale_z,start_z);
 | |
|       const vfloat8 upper_z = madd(node->dequantize<8>(ray.farZ  >> 2),scale_z,start_z);
 | |
| 
 | |
| #if defined(__AVX2__) || defined(__ARM_NEON)
 | |
|       const vfloat8 tNearX = msub(lower_x, ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat8 tNearY = msub(lower_y, ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat8 tNearZ = msub(lower_z, ray.rdir.z, ray.org_rdir.z);
 | |
|       const vfloat8 tFarX  = msub(upper_x, ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat8 tFarY  = msub(upper_y, ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat8 tFarZ  = msub(upper_z, ray.rdir.z, ray.org_rdir.z);
 | |
| #else
 | |
|       const vfloat8 tNearX = (lower_x - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat8 tNearY = (lower_y - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat8 tNearZ = (lower_z - ray.org.z) * ray.rdir.z;
 | |
|       const vfloat8 tFarX  = (upper_x - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat8 tFarY  = (upper_y - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat8 tFarZ  = (upper_z - ray.org.z) * ray.rdir.z;
 | |
| #endif
 | |
|       
 | |
| #if defined(__AVX2__) && !defined(__AVX512F__) // HSW
 | |
|       const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat8 tFar  = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool8 vmask = asInt(tNear) > asInt(tFar);
 | |
|       const size_t mask = movemask(vmask) ^ ((1<<8)-1);
 | |
| #elif defined(__AVX512F__) // SKX
 | |
|       const vfloat8 tNear = maxi(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat8 tFar  = mini(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool8 vmask = asInt(tNear) <= asInt(tFar);
 | |
|       const size_t mask = movemask(vmask);
 | |
| #else
 | |
|       const vfloat8 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat8 tFar  = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool8 vmask = tNear <= tFar;
 | |
|       const size_t mask = movemask(vmask);
 | |
| #endif
 | |
|       dist = tNear;
 | |
|       return mask & mvalid;
 | |
|     }
 | |
| 
 | |
|     template<>
 | |
|       __forceinline size_t intersectNode<8>(const typename BVH8::QuantizedBaseNode* node, const TravRay<8,true>& ray, vfloat8& dist)
 | |
|     {
 | |
|       const size_t mvalid  = movemask(node->validMask());
 | |
|       const vfloat8 start_x(node->start.x);
 | |
|       const vfloat8 scale_x(node->scale.x);
 | |
|       const vfloat8 lower_x = madd(node->dequantize<8>(ray.nearX >> 2),scale_x,start_x);
 | |
|       const vfloat8 upper_x = madd(node->dequantize<8>(ray.farX  >> 2),scale_x,start_x);
 | |
|       const vfloat8 start_y(node->start.y);
 | |
|       const vfloat8 scale_y(node->scale.y);
 | |
|       const vfloat8 lower_y = madd(node->dequantize<8>(ray.nearY >> 2),scale_y,start_y);
 | |
|       const vfloat8 upper_y = madd(node->dequantize<8>(ray.farY  >> 2),scale_y,start_y);
 | |
|       const vfloat8 start_z(node->start.z);
 | |
|       const vfloat8 scale_z(node->scale.z);
 | |
|       const vfloat8 lower_z = madd(node->dequantize<8>(ray.nearZ >> 2),scale_z,start_z);
 | |
|       const vfloat8 upper_z = madd(node->dequantize<8>(ray.farZ  >> 2),scale_z,start_z);
 | |
| 
 | |
|       const vfloat8 tNearX = (lower_x - ray.org.x) * ray.rdir_near.x;
 | |
|       const vfloat8 tNearY = (lower_y - ray.org.y) * ray.rdir_near.y;
 | |
|       const vfloat8 tNearZ = (lower_z - ray.org.z) * ray.rdir_near.z;
 | |
|       const vfloat8 tFarX  = (upper_x - ray.org.x) * ray.rdir_far.x;
 | |
|       const vfloat8 tFarY  = (upper_y - ray.org.y) * ray.rdir_far.y;
 | |
|       const vfloat8 tFarZ  = (upper_z - ray.org.z) * ray.rdir_far.z;
 | |
|       
 | |
|       const vfloat8 tNear = max(tNearX,tNearY,tNearZ,ray.tnear);
 | |
|       const vfloat8 tFar  = min(tFarX ,tFarY ,tFarZ ,ray.tfar);
 | |
|       const vbool8 vmask = tNear <= tFar;
 | |
|       const size_t mask = movemask(vmask);
 | |
| 
 | |
|       dist = tNear;
 | |
|       return mask & mvalid;
 | |
|     }
 | |
| 
 | |
| 
 | |
| #endif
 | |
| 
 | |
|     template<int N>
 | |
|       __forceinline size_t intersectNode(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const vboolf<N> mvalid    = node->validMask();
 | |
|       const vfloat<N> lower_x   = node->dequantizeLowerX(time);
 | |
|       const vfloat<N> upper_x   = node->dequantizeUpperX(time);
 | |
|       const vfloat<N> lower_y   = node->dequantizeLowerY(time);
 | |
|       const vfloat<N> upper_y   = node->dequantizeUpperY(time);
 | |
|       const vfloat<N> lower_z   = node->dequantizeLowerZ(time);
 | |
|       const vfloat<N> upper_z   = node->dequantizeUpperZ(time);     
 | |
| #if defined(__AVX2__) || defined(__ARM_NEON)
 | |
|       const vfloat<N> tNearX = msub(lower_x, ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat<N> tNearY = msub(lower_y, ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat<N> tNearZ = msub(lower_z, ray.rdir.z, ray.org_rdir.z);
 | |
|       const vfloat<N> tFarX  = msub(upper_x, ray.rdir.x, ray.org_rdir.x);
 | |
|       const vfloat<N> tFarY  = msub(upper_y, ray.rdir.y, ray.org_rdir.y);
 | |
|       const vfloat<N> tFarZ  = msub(upper_z, ray.rdir.z, ray.org_rdir.z);
 | |
| #else
 | |
|       const vfloat<N> tNearX = (lower_x - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat<N> tNearY = (lower_y - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat<N> tNearZ = (lower_z - ray.org.z) * ray.rdir.z;
 | |
|       const vfloat<N> tFarX  = (upper_x - ray.org.x) * ray.rdir.x;
 | |
|       const vfloat<N> tFarY  = (upper_y - ray.org.y) * ray.rdir.y;
 | |
|       const vfloat<N> tFarZ  = (upper_z - ray.org.z) * ray.rdir.z;
 | |
| #endif      
 | |
| 
 | |
|       const vfloat<N> tminX = mini(tNearX,tFarX);
 | |
|       const vfloat<N> tmaxX = maxi(tNearX,tFarX);
 | |
|       const vfloat<N> tminY = mini(tNearY,tFarY);
 | |
|       const vfloat<N> tmaxY = maxi(tNearY,tFarY);
 | |
|       const vfloat<N> tminZ = mini(tNearZ,tFarZ);
 | |
|       const vfloat<N> tmaxZ = maxi(tNearZ,tFarZ);
 | |
|       const vfloat<N> tNear = maxi(tminX,tminY,tminZ,ray.tnear);
 | |
|       const vfloat<N> tFar  = mini(tmaxX,tmaxY,tmaxZ,ray.tfar);
 | |
| #if defined(__AVX512F__) // SKX
 | |
|       const vbool<N> vmask =  le(mvalid,asInt(tNear),asInt(tFar));
 | |
| #else
 | |
|       const vbool<N> vmask = (asInt(tNear) <= asInt(tFar)) & mvalid;
 | |
| #endif
 | |
|       const size_t mask = movemask(vmask);
 | |
|       dist = tNear;
 | |
|       return mask;      
 | |
|     }
 | |
| 
 | |
|     template<int N>
 | |
|       __forceinline size_t intersectNode(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const vboolf<N> mvalid    = node->validMask();
 | |
|       const vfloat<N> lower_x   = node->dequantizeLowerX(time);
 | |
|       const vfloat<N> upper_x   = node->dequantizeUpperX(time);
 | |
|       const vfloat<N> lower_y   = node->dequantizeLowerY(time);
 | |
|       const vfloat<N> upper_y   = node->dequantizeUpperY(time);
 | |
|       const vfloat<N> lower_z   = node->dequantizeLowerZ(time);
 | |
|       const vfloat<N> upper_z   = node->dequantizeUpperZ(time);     
 | |
|       const vfloat<N> tNearX = (lower_x - ray.org.x) * ray.rdir_near.x;
 | |
|       const vfloat<N> tNearY = (lower_y - ray.org.y) * ray.rdir_near.y;
 | |
|       const vfloat<N> tNearZ = (lower_z - ray.org.z) * ray.rdir_near.z;
 | |
|       const vfloat<N> tFarX  = (upper_x - ray.org.x) * ray.rdir_far.x;
 | |
|       const vfloat<N> tFarY  = (upper_y - ray.org.y) * ray.rdir_far.y;
 | |
|       const vfloat<N> tFarZ  = (upper_z - ray.org.z) * ray.rdir_far.z;
 | |
| 
 | |
|       const vfloat<N> tminX = mini(tNearX,tFarX);
 | |
|       const vfloat<N> tmaxX = maxi(tNearX,tFarX);
 | |
|       const vfloat<N> tminY = mini(tNearY,tFarY);
 | |
|       const vfloat<N> tmaxY = maxi(tNearY,tFarY);
 | |
|       const vfloat<N> tminZ = mini(tNearZ,tFarZ);
 | |
|       const vfloat<N> tmaxZ = maxi(tNearZ,tFarZ);
 | |
|       const vfloat<N> tNear = maxi(tminX,tminY,tminZ,ray.tnear);
 | |
|       const vfloat<N> tFar  = mini(tmaxX,tmaxY,tmaxZ,ray.tfar);
 | |
| #if defined(__AVX512F__) // SKX
 | |
|       const vbool<N> vmask =  le(mvalid,asInt(tNear),asInt(tFar));
 | |
| #else
 | |
|       const vbool<N> vmask = (asInt(tNear) <= asInt(tFar)) & mvalid;
 | |
| #endif
 | |
|       const size_t mask = movemask(vmask);
 | |
|       dist = tNear;
 | |
|       return mask;      
 | |
|     }
 | |
| 
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Fast OBBNode intersection
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N, bool robust>
 | |
|       __forceinline size_t intersectNode(const typename BVHN<N>::OBBNode* node, const TravRay<N,robust>& ray, vfloat<N>& dist)
 | |
|     {
 | |
|       const Vec3vf<N> dir = xfmVector(node->naabb,ray.dir);
 | |
|       //const Vec3vf<N> nrdir = Vec3vf<N>(vfloat<N>(-1.0f))/dir;
 | |
|       const Vec3vf<N> nrdir = Vec3vf<N>(vfloat<N>(-1.0f))*rcp_safe(dir);
 | |
|       const Vec3vf<N> org = xfmPoint(node->naabb,ray.org);
 | |
|       const Vec3vf<N> tLowerXYZ = org * nrdir;       // (Vec3fa(zero) - org) * rdir;
 | |
|       const Vec3vf<N> tUpperXYZ = tLowerXYZ - nrdir; // (Vec3fa(one ) - org) * rdir;
 | |
| 
 | |
|       const vfloat<N> tNearX = mini(tLowerXYZ.x,tUpperXYZ.x);
 | |
|       const vfloat<N> tNearY = mini(tLowerXYZ.y,tUpperXYZ.y);
 | |
|       const vfloat<N> tNearZ = mini(tLowerXYZ.z,tUpperXYZ.z);
 | |
|       const vfloat<N> tFarX  = maxi(tLowerXYZ.x,tUpperXYZ.x);
 | |
|       const vfloat<N> tFarY  = maxi(tLowerXYZ.y,tUpperXYZ.y);
 | |
|       const vfloat<N> tFarZ  = maxi(tLowerXYZ.z,tUpperXYZ.z);
 | |
|       vfloat<N> tNear  = max(ray.tnear, tNearX,tNearY,tNearZ);
 | |
|       vfloat<N> tFar   = min(ray.tfar,  tFarX ,tFarY ,tFarZ );
 | |
|       if (robust) {
 | |
|         tNear = tNear*vfloat<N>(1.0f-3.0f*float(ulp));
 | |
|         tFar  = tFar *vfloat<N>(1.0f+3.0f*float(ulp));
 | |
|       }
 | |
|       const vbool<N> vmask = tNear <= tFar;
 | |
|       dist = tNear;
 | |
|       return movemask(vmask);
 | |
|     }
 | |
| 
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Fast OBBNodeMB intersection
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     template<int N, bool robust>
 | |
|       __forceinline size_t intersectNode(const typename BVHN<N>::OBBNodeMB* node, const TravRay<N,robust>& ray, const float time, vfloat<N>& dist)
 | |
|     {
 | |
|       const AffineSpace3vf<N> xfm = node->space0;
 | |
|       const Vec3vf<N> b0_lower = zero;
 | |
|       const Vec3vf<N> b0_upper = one;
 | |
|       const Vec3vf<N> lower = lerp(b0_lower,node->b1.lower,vfloat<N>(time));
 | |
|       const Vec3vf<N> upper = lerp(b0_upper,node->b1.upper,vfloat<N>(time));
 | |
| 
 | |
|       const BBox3vf<N> bounds(lower,upper);
 | |
|       const Vec3vf<N> dir = xfmVector(xfm,ray.dir);
 | |
|       const Vec3vf<N> rdir = rcp_safe(dir);
 | |
|       const Vec3vf<N> org = xfmPoint(xfm,ray.org);
 | |
| 
 | |
|       const Vec3vf<N> tLowerXYZ = (bounds.lower - org) * rdir;
 | |
|       const Vec3vf<N> tUpperXYZ = (bounds.upper - org) * rdir;
 | |
| 
 | |
|       const vfloat<N> tNearX = mini(tLowerXYZ.x,tUpperXYZ.x);
 | |
|       const vfloat<N> tNearY = mini(tLowerXYZ.y,tUpperXYZ.y);
 | |
|       const vfloat<N> tNearZ = mini(tLowerXYZ.z,tUpperXYZ.z);
 | |
|       const vfloat<N> tFarX  = maxi(tLowerXYZ.x,tUpperXYZ.x);
 | |
|       const vfloat<N> tFarY  = maxi(tLowerXYZ.y,tUpperXYZ.y);
 | |
|       const vfloat<N> tFarZ  = maxi(tLowerXYZ.z,tUpperXYZ.z);
 | |
|       vfloat<N> tNear  = max(ray.tnear, tNearX,tNearY,tNearZ);
 | |
|       vfloat<N> tFar   = min(ray.tfar,  tFarX ,tFarY ,tFarZ );
 | |
|       if (robust) {
 | |
|         tNear = tNear*vfloat<N>(1.0f-3.0f*float(ulp));
 | |
|         tFar  = tFar *vfloat<N>(1.0f+3.0f*float(ulp));
 | |
|       }
 | |
|       const vbool<N> vmask = tNear <= tFar;
 | |
|       dist = tNear;
 | |
|       return movemask(vmask);
 | |
|     }
 | |
|     
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Node intersectors used in point query raversal
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     
 | |
|     /*! Computes traversal information for N nodes with 1 point query */
 | |
|     template<int N, int types>
 | |
|     struct BVHNNodePointQuerySphere1;
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQuerySphere1<N, BVH_AN1>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = pointQueryNodeSphere(node.getAABBNode(), query, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQuerySphere1<N, BVH_AN2>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = pointQueryNodeSphere(node.getAABBNodeMB(), query, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQuerySphere1<N, BVH_AN2_AN4D>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = pointQueryNodeSphereMB4D<N>(node, query, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQuerySphere1<N, BVH_AN1_UN1>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (likely(node.isAABBNode()))          mask = pointQueryNodeSphere(node.getAABBNode(), query, dist);
 | |
|         else if (unlikely(node.isOBBNode())) mask = pointQueryNodeSphere(node.ungetAABBNode(), query, dist);
 | |
|         else return false;
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
|     
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQuerySphere1<N, BVH_AN2_UN2>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (likely(node.isAABBNodeMB()))           mask = pointQueryNodeSphere(node.getAABBNodeMB(), query, time, dist);
 | |
|         else if (unlikely(node.isOBBNodeMB()))  mask = pointQueryNodeSphere(node.ungetAABBNodeMB(), query, time, dist);
 | |
|         else return false;
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQuerySphere1<N, BVH_AN2_AN4D_UN2>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         if (unlikely(node.isOBBNodeMB())) mask = pointQueryNodeSphere(node.ungetAABBNodeMB(), query, time, dist);
 | |
|         else                                    mask = pointQueryNodeSphereMB4D(node, query, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQuerySphere1<N, BVH_QN1>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = pointQueryNodeSphere((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), query, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
|     
 | |
|     template<int N>
 | |
|     struct BVHNQuantizedBaseNodePointQuerySphere1
 | |
|     {
 | |
|       static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
 | |
|       {
 | |
|         return pointQueryNodeSphere(node,query,dist);
 | |
|       }
 | |
| 
 | |
|       static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
 | |
|       {
 | |
|         return pointQueryNodeSphere(node,query,time,dist);
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     /*! Computes traversal information for N nodes with 1 point query */
 | |
|     template<int N, int types>
 | |
|     struct BVHNNodePointQueryAABB1;
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQueryAABB1<N, BVH_AN1>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = pointQueryNodeAABB(node.getAABBNode(), query, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQueryAABB1<N, BVH_AN2>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = pointQueryNodeAABB(node.getAABBNodeMB(), query, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQueryAABB1<N, BVH_AN2_AN4D>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = pointQueryNodeAABBMB4D<N>(node, query, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQueryAABB1<N, BVH_AN1_UN1>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (likely(node.isAABBNode()))          mask = pointQueryNodeAABB(node.getAABBNode(), query, dist);
 | |
|         else if (unlikely(node.isOBBNode())) mask = pointQueryNodeAABB(node.ungetAABBNode(), query, dist);
 | |
|         else return false;
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
|     
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQueryAABB1<N, BVH_AN2_UN2>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (likely(node.isAABBNodeMB()))           mask = pointQueryNodeAABB(node.getAABBNodeMB(), query, time, dist);
 | |
|         else if (unlikely(node.isOBBNodeMB()))  mask = pointQueryNodeAABB(node.ungetAABBNodeMB(), query, time, dist);
 | |
|         else return false;
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQueryAABB1<N, BVH_AN2_AN4D_UN2>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         if (unlikely(node.isOBBNodeMB())) mask = pointQueryNodeAABB(node.ungetAABBNodeMB(), query, time, dist);
 | |
|         else                                    mask = pointQueryNodeAABBMB4D(node, query, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodePointQueryAABB1<N, BVH_QN1>
 | |
|     {
 | |
|       static __forceinline bool pointQuery(const typename BVHN<N>::NodeRef& node, const TravPointQuery<N>& query, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = pointQueryNodeAABB((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), query, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
|     
 | |
|     template<int N>
 | |
|     struct BVHNQuantizedBaseNodePointQueryAABB1
 | |
|     {
 | |
|       static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNode* node, const TravPointQuery<N>& query, vfloat<N>& dist)
 | |
|       {
 | |
|         return pointQueryNodeAABB(node,query,dist);
 | |
|       }
 | |
| 
 | |
|       static __forceinline size_t pointQuery(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravPointQuery<N>& query, const float time, vfloat<N>& dist)
 | |
|       {
 | |
|         return pointQueryNodeAABB(node,query,time,dist);
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
|     // Node intersectors used in ray traversal
 | |
|     //////////////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
|     /*! Intersects N nodes with 1 ray */
 | |
|     template<int N, int types, bool robust>
 | |
|     struct BVHNNodeIntersector1;
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN1, false>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = intersectNode(node.getAABBNode(), ray, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN1, true>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = intersectNodeRobust(node.getAABBNode(), ray, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN2, false>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = intersectNode(node.getAABBNodeMB(), ray, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN2, true>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = intersectNodeRobust(node.getAABBNodeMB(), ray, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN2_AN4D, false>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = intersectNodeMB4D<N>(node, ray, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN2_AN4D, true>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = intersectNodeMB4DRobust<N>(node, ray, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN1_UN1, false>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (likely(node.isAABBNode()))          mask = intersectNode(node.getAABBNode(), ray, dist);
 | |
|         else if (unlikely(node.isOBBNode())) mask = intersectNode(node.ungetAABBNode(), ray, dist);
 | |
|         else return false;
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN1_UN1, true>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (likely(node.isAABBNode()))          mask = intersectNodeRobust(node.getAABBNode(), ray, dist);
 | |
|         else if (unlikely(node.isOBBNode())) mask = intersectNode(node.ungetAABBNode(), ray, dist);
 | |
|         else return false;
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN2_UN2, false>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (likely(node.isAABBNodeMB()))           mask = intersectNode(node.getAABBNodeMB(), ray, time, dist);
 | |
|         else if (unlikely(node.isOBBNodeMB()))  mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);
 | |
|         else return false;
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN2_UN2, true>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (likely(node.isAABBNodeMB()))           mask = intersectNodeRobust(node.getAABBNodeMB(), ray, time, dist);
 | |
|         else if (unlikely(node.isOBBNodeMB()))  mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);
 | |
|         else return false;
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN2_AN4D_UN2, false>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         if (unlikely(node.isOBBNodeMB())) mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);
 | |
|         else                                    mask = intersectNodeMB4D(node, ray, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_AN2_AN4D_UN2, true>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         if (unlikely(node.isOBBNodeMB())) mask = intersectNode(node.ungetAABBNodeMB(), ray, time, dist);
 | |
|         else                                    mask = intersectNodeMB4DRobust(node, ray, time, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_QN1, false>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,false>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = intersectNode((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), ray, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|     struct BVHNNodeIntersector1<N, BVH_QN1, true>
 | |
|     {
 | |
|       static __forceinline bool intersect(const typename BVHN<N>::NodeRef& node, const TravRay<N,true>& ray, float time, vfloat<N>& dist, size_t& mask)
 | |
|       {
 | |
|         if (unlikely(node.isLeaf())) return false;
 | |
|         mask = intersectNodeRobust((const typename BVHN<N>::QuantizedNode*)node.quantizedNode(), ray, dist);
 | |
|         return true;
 | |
|       }
 | |
|     };
 | |
| 
 | |
|     /*! Intersects N nodes with K rays */
 | |
|     template<int N, bool robust>
 | |
|       struct BVHNQuantizedBaseNodeIntersector1;
 | |
| 
 | |
|     template<int N>
 | |
|       struct BVHNQuantizedBaseNodeIntersector1<N, false>
 | |
|     {
 | |
|       static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNode* node, const TravRay<N,false>& ray, vfloat<N>& dist)
 | |
|       {
 | |
|         return intersectNode(node,ray,dist);
 | |
|       }
 | |
| 
 | |
|       static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,false>& ray, const float time, vfloat<N>& dist)
 | |
|       {
 | |
|         return intersectNode(node,ray,time,dist);
 | |
|       }
 | |
| 
 | |
|     };
 | |
| 
 | |
|     template<int N>
 | |
|       struct BVHNQuantizedBaseNodeIntersector1<N, true>
 | |
|     {
 | |
|       static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNode* node, const TravRay<N,true>& ray, vfloat<N>& dist)
 | |
|       {
 | |
|         return intersectNode(node,ray,dist); 
 | |
|       }
 | |
| 
 | |
|       static __forceinline size_t intersect(const typename BVHN<N>::QuantizedBaseNodeMB* node, const TravRay<N,true>& ray, const float time, vfloat<N>& dist)
 | |
|       {
 | |
|         return intersectNode(node,ray,time,dist);
 | |
|       }
 | |
| 
 | |
|     };
 | |
| 
 | |
| 
 | |
|   }
 | |
| }
 |