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		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.
		
			
				
	
	
		
			407 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			407 lines
		
	
	
	
		
			15 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright 2009-2021 Intel Corporation
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| // SPDX-License-Identifier: Apache-2.0
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| 
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| #pragma once
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| 
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| #include "triangle.h"
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| #include "trianglev.h"
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| #include "trianglev_mb.h"
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| #include "intersector_epilog.h"
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| 
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| /*! Modified Pluecker ray/triangle intersector. The test first shifts
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|  *  the ray origin into the origin of the coordinate system and then
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|  *  uses Pluecker coordinates for the intersection. Due to the shift,
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|  *  the Pluecker coordinate calculation simplifies and the tests get
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|  *  numerically stable. The edge equations are watertight along the
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|  *  edge for neighboring triangles. */
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| 
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| namespace embree
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| {
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|   namespace isa
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|   {
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|     template<int M, typename UVMapper>
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|     struct PlueckerHitM
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|     {
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|       __forceinline PlueckerHitM(const UVMapper& mapUV) : mapUV(mapUV) {}
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|       
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|       __forceinline PlueckerHitM(const vbool<M>& valid, const vfloat<M>& U, const vfloat<M>& V, const vfloat<M>& UVW, const vfloat<M>& t, const Vec3vf<M>& Ng, const UVMapper& mapUV)
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|         :  U(U), V(V), UVW(UVW), mapUV(mapUV), valid(valid), vt(t), vNg(Ng) {}
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|       
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|       __forceinline void finalize() 
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|       {
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|         const vbool<M> invalid = abs(UVW) < min_rcp_input;
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|         const vfloat<M> rcpUVW = select(invalid,vfloat<M>(0.0f),rcp(UVW));
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|         vu = min(U * rcpUVW,1.0f);
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|         vv = min(V * rcpUVW,1.0f);	
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|         mapUV(vu,vv,vNg);
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|       }
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| 
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|       __forceinline Vec2vf<M> uv() const { return Vec2vf<M>(vu,vv); }
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|       __forceinline vfloat<M> t () const { return vt; }
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|       __forceinline Vec3vf<M> Ng() const { return vNg; }
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|     
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|       __forceinline Vec2f uv (const size_t i) const { return Vec2f(vu[i],vv[i]); }
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|       __forceinline float t  (const size_t i) const { return vt[i]; }
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|       __forceinline Vec3fa Ng(const size_t i) const { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); }
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|       
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|     public:
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|       vfloat<M> U;
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|       vfloat<M> V;
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|       vfloat<M> UVW;
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|       const UVMapper& mapUV;
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|       
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|     public:
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|       vbool<M> valid;      
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|       vfloat<M> vu;
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|       vfloat<M> vv;
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|       vfloat<M> vt;
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|       Vec3vf<M> vNg;
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|     };
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| 
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|     template<int M, bool early_out = true>
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|     struct PlueckerIntersector1
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|     {
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|       __forceinline PlueckerIntersector1() {}
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| 
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|       __forceinline PlueckerIntersector1(const Ray& ray, const void* ptr) {}
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| 
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|       template<typename UVMapper>
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|       __forceinline bool intersect(const vbool<M>& valid0,
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|                                    Ray& ray,
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|                                    const Vec3vf<M>& tri_v0,
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|                                    const Vec3vf<M>& tri_v1,
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|                                    const Vec3vf<M>& tri_v2,
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|                                    const UVMapper& mapUV,
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| 				   PlueckerHitM<M,UVMapper>& hit) const
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|       {
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|         vbool<M> valid = valid0;
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|         
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|         /* calculate vertices relative to ray origin */
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|         const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org);
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| 	const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir);
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|         const Vec3vf<M> v0 = tri_v0-O;
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|         const Vec3vf<M> v1 = tri_v1-O;
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|         const Vec3vf<M> v2 = tri_v2-O;
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| 
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|         /* calculate triangle edges */
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|         const Vec3vf<M> e0 = v2-v0;
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|         const Vec3vf<M> e1 = v0-v1;
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|         const Vec3vf<M> e2 = v1-v2;
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| 
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|         /* perform edge tests */
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|         const vfloat<M> U = dot(cross(e0,v2+v0),D);
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|         const vfloat<M> V = dot(cross(e1,v0+v1),D);
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|         const vfloat<M> W = dot(cross(e2,v1+v2),D);
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|         const vfloat<M> UVW = U+V+W;
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|         const vfloat<M> eps = float(ulp)*abs(UVW);
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| #if defined(EMBREE_BACKFACE_CULLING)
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|         valid &= max(U,V,W) <= eps;
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| #else
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|         valid &= (min(U,V,W) >= -eps) | (max(U,V,W) <= eps);
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| #endif
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|         if (unlikely(early_out && none(valid))) return false;
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| 
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|         /* calculate geometry normal and denominator */
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|         const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2);
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|         const vfloat<M> den = twice(dot(Ng,D));
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|         
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|         /* perform depth test */
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|         const vfloat<M> T = twice(dot(v0,Ng));
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|         const vfloat<M> t = rcp(den)*T;
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|         valid &= vfloat<M>(ray.tnear()) <= t & t <= vfloat<M>(ray.tfar);
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|         valid &= den != vfloat<M>(zero);
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|         if (unlikely(early_out && none(valid))) return false;
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| 
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|         /* update hit information */
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|         new (&hit) PlueckerHitM<M,UVMapper>(valid,U,V,UVW,t,Ng,mapUV);
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|         return true;
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|       }
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| 
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|       template<typename UVMapper>
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|       __forceinline bool intersectEdge(const vbool<M>& valid,
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| 				       Ray& ray,
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| 				       const Vec3vf<M>& tri_v0,
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| 				       const Vec3vf<M>& tri_v1,
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| 				       const Vec3vf<M>& tri_v2,
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| 				       const UVMapper& mapUV,
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| 				       PlueckerHitM<M,UVMapper>& hit) const
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|       {
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|         return intersect(valid,ray,tri_v0,tri_v1,tri_v2,mapUV,hit);
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|       }
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| 
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|       template<typename UVMapper>
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|       __forceinline bool intersectEdge(Ray& ray,
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| 				       const Vec3vf<M>& tri_v0,
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| 				       const Vec3vf<M>& tri_v1,
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| 				       const Vec3vf<M>& tri_v2,
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| 				       const UVMapper& mapUV,				       
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| 				       PlueckerHitM<M,UVMapper>& hit) const
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|       {
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| 	vbool<M> valid = true;
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|         return intersect(valid,ray,tri_v0,tri_v1,tri_v2,mapUV,hit);
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|       }
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| 
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|       template<typename UVMapper>
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|       __forceinline bool intersect(Ray& ray,
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|                                    const Vec3vf<M>& tri_v0,
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|                                    const Vec3vf<M>& tri_v1,
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|                                    const Vec3vf<M>& tri_v2,
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|                                    const UVMapper& mapUV,				   
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|                                    PlueckerHitM<M,UVMapper>& hit) const
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|       {
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|         return intersectEdge(ray,tri_v0,tri_v1,tri_v2,mapUV,hit);
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|       }
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| 
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|       template<typename UVMapper, typename Epilog>
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|       __forceinline bool intersectEdge(Ray& ray,
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|                                        const Vec3vf<M>& v0,
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|                                        const Vec3vf<M>& e1,
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|                                        const Vec3vf<M>& e2,
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|                                        const UVMapper& mapUV,
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|                                        const Epilog& epilog) const
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|       {
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|         PlueckerHitM<M,UVMapper> hit(mapUV);
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|         if (likely(intersectEdge(ray,v0,e1,e2,mapUV,hit))) return epilog(hit.valid,hit);
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|         return false;
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|       }
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| 
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|       template<typename UVMapper, typename Epilog>
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|         __forceinline bool intersect(Ray& ray,
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|                                      const Vec3vf<M>& v0,
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|                                      const Vec3vf<M>& v1,
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|                                      const Vec3vf<M>& v2,
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|                                      const UVMapper& mapUV,
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|                                      const Epilog& epilog) const
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|       {
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|         PlueckerHitM<M,UVMapper> hit(mapUV);
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|         if (likely(intersect(ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit);
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|         return false;
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|       }
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| 
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|       template<typename Epilog>
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|         __forceinline bool intersect(Ray& ray,
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|                                      const Vec3vf<M>& v0,
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|                                      const Vec3vf<M>& v1,
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|                                      const Vec3vf<M>& v2,
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|                                      const Epilog& epilog) const
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|       {
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|         auto mapUV = UVIdentity<M>();
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|         PlueckerHitM<M,UVIdentity<M>> hit(mapUV);
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|         if (likely(intersect(ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit);
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|         return false;
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|       }
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| 
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|       template<typename UVMapper, typename Epilog>
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|       __forceinline bool intersect(const vbool<M>& valid,
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|                                    Ray& ray,
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|                                    const Vec3vf<M>& v0,
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|                                    const Vec3vf<M>& v1,
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|                                    const Vec3vf<M>& v2,
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|                                    const UVMapper& mapUV,
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|                                    const Epilog& epilog) const
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|       {
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|         PlueckerHitM<M,UVMapper> hit(mapUV);
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|         if (likely(intersect(valid,ray,v0,v1,v2,mapUV,hit))) return epilog(hit.valid,hit);
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|         return false;
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|       }
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|       
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|     };
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| 
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|     template<int K, typename UVMapper>
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|     struct PlueckerHitK
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|     {
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|       __forceinline PlueckerHitK(const UVMapper& mapUV) : mapUV(mapUV) {}
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|       
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|       __forceinline PlueckerHitK(const vfloat<K>& U, const vfloat<K>& V, const vfloat<K>& UVW, const vfloat<K>& t, const Vec3vf<K>& Ng, const UVMapper& mapUV)
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|         :  U(U), V(V), UVW(UVW), t(t), Ng(Ng), mapUV(mapUV) {}
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|       
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|       __forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const
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|       {
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|         const vbool<K> invalid = abs(UVW) < min_rcp_input;
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|         const vfloat<K> rcpUVW = select(invalid,vfloat<K>(0.0f),rcp(UVW));
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|         vfloat<K> u = min(U * rcpUVW,1.0f);
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|         vfloat<K> v = min(V * rcpUVW,1.0f);
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|         Vec3vf<K> vNg = Ng;
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|         mapUV(u,v,vNg);
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|         return std::make_tuple(u,v,t,vNg);
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|       }
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|       vfloat<K> U;
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|       vfloat<K> V;
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|       const vfloat<K> UVW;
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|       const vfloat<K> t;
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|       const Vec3vf<K> Ng;
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|       const UVMapper& mapUV;
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|     };
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|     
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|     template<int M, int K>
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|     struct PlueckerIntersectorK
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|     {
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|       __forceinline PlueckerIntersectorK() {}      
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|       __forceinline PlueckerIntersectorK(const vbool<K>& valid, const RayK<K>& ray) {}
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| 
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|       /*! Intersects K rays with one of M triangles. */
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|       template<typename UVMapper>
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|       __forceinline vbool<K> intersectK(const vbool<K>& valid0,
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| 				    RayK<K>& ray,
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| 				    const Vec3vf<K>& tri_v0,
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| 				    const Vec3vf<K>& tri_v1,
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| 				    const Vec3vf<K>& tri_v2,
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| 				    const UVMapper& mapUV,
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| 				    PlueckerHitK<K,UVMapper> &hit) const
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|       {
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|         /* calculate vertices relative to ray origin */
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|         vbool<K> valid = valid0;
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|         const Vec3vf<K> O = ray.org;
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|         const Vec3vf<K> D = ray.dir;
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|         const Vec3vf<K> v0 = tri_v0-O;
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|         const Vec3vf<K> v1 = tri_v1-O;
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|         const Vec3vf<K> v2 = tri_v2-O;
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| 
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|         /* calculate triangle edges */
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|         const Vec3vf<K> e0 = v2-v0;
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|         const Vec3vf<K> e1 = v0-v1;
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|         const Vec3vf<K> e2 = v1-v2;
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| 
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|         /* perform edge tests */
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|         const vfloat<K> U = dot(Vec3vf<K>(cross(e0,v2+v0)),D);
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|         const vfloat<K> V = dot(Vec3vf<K>(cross(e1,v0+v1)),D);
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|         const vfloat<K> W = dot(Vec3vf<K>(cross(e2,v1+v2)),D);
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|         const vfloat<K> UVW = U+V+W;
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|         const vfloat<K> eps = float(ulp)*abs(UVW);
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| #if defined(EMBREE_BACKFACE_CULLING)
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|         valid &= max(U,V,W) <= eps;
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| #else
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|         valid &= (min(U,V,W) >= -eps) | (max(U,V,W) <= eps);
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| #endif
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|         if (unlikely(none(valid))) return valid;
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| 
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|          /* calculate geometry normal and denominator */
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|         const Vec3vf<K> Ng = stable_triangle_normal(e0,e1,e2);
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|         const vfloat<K> den = twice(dot(Vec3vf<K>(Ng),D));
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| 
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|         /* perform depth test */
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|         const vfloat<K> T = twice(dot(v0,Vec3vf<K>(Ng)));
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|         const vfloat<K> t = rcp(den)*T;
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|         valid &= ray.tnear() <= t & t <= ray.tfar;
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|         valid &= den != vfloat<K>(zero);
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|         if (unlikely(none(valid))) return valid;
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|         
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|         /* calculate hit information */
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|         new (&hit) PlueckerHitK<K,UVMapper>(U,V,UVW,t,Ng,mapUV);
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|         return valid;
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|       }
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| 
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|       template<typename Epilog>
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|       __forceinline vbool<K> intersectK(const vbool<K>& valid0,
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|                                         RayK<K>& ray,
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|                                         const Vec3vf<K>& tri_v0,
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|                                         const Vec3vf<K>& tri_v1,
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|                                         const Vec3vf<K>& tri_v2,
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|                                         const Epilog& epilog) const
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|       {
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| 	UVIdentity<K> mapUV;	
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|         PlueckerHitK<K,UVIdentity<K>> hit(mapUV);		
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|         const vbool<K> valid = intersectK(valid0,ray,tri_v0,tri_v1,tri_v2,mapUV,hit);
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| 	return epilog(valid,hit);
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|       }
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| 
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|       template<typename UVMapper, typename Epilog>
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|       __forceinline vbool<K> intersectK(const vbool<K>& valid0,
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|                                         RayK<K>& ray,
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|                                         const Vec3vf<K>& tri_v0,
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|                                         const Vec3vf<K>& tri_v1,
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|                                         const Vec3vf<K>& tri_v2,
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| 					const UVMapper& mapUV,
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|                                         const Epilog& epilog) const
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|       {
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|         PlueckerHitK<K,UVMapper> hit(mapUV);		
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|         const vbool<K> valid = intersectK(valid0,ray,tri_v0,tri_v1,tri_v2,mapUV,hit);
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| 	return epilog(valid,hit);
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|       }
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|       
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|       /*! Intersect k'th ray from ray packet of size K with M triangles. */
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|       template<typename UVMapper>
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|       __forceinline bool intersect(RayK<K>& ray, size_t k,
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|                                    const Vec3vf<M>& tri_v0,
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|                                    const Vec3vf<M>& tri_v1,
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|                                    const Vec3vf<M>& tri_v2,
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|                                    const UVMapper& mapUV,
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| 				   PlueckerHitM<M,UVMapper> &hit) const
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|       {
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|         /* calculate vertices relative to ray origin */
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|         const Vec3vf<M> O = broadcast<vfloat<M>>(ray.org,k);
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|         const Vec3vf<M> D = broadcast<vfloat<M>>(ray.dir,k);
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|         const Vec3vf<M> v0 = tri_v0-O;
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|         const Vec3vf<M> v1 = tri_v1-O;
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|         const Vec3vf<M> v2 = tri_v2-O;
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| 
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|         /* calculate triangle edges */
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|         const Vec3vf<M> e0 = v2-v0;
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|         const Vec3vf<M> e1 = v0-v1;
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|         const Vec3vf<M> e2 = v1-v2;
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| 
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| 	
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|         /* perform edge tests */
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|         const vfloat<M> U = dot(cross(e0,v2+v0),D);
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|         const vfloat<M> V = dot(cross(e1,v0+v1),D);
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|         const vfloat<M> W = dot(cross(e2,v1+v2),D);
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| 	
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|         const vfloat<M> UVW = U+V+W;
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|         const vfloat<M> eps = float(ulp)*abs(UVW);
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| #if defined(EMBREE_BACKFACE_CULLING)
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|         vbool<M> valid = max(U,V,W) <= eps;
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| #else
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|         vbool<M> valid = (min(U,V,W) >= -eps) | (max(U,V,W) <= eps);
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| #endif
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|         if (unlikely(none(valid))) return false;
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| 
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|         /* calculate geometry normal and denominator */
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|         const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2);
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|         const vfloat<M> den = twice(dot(Ng,D));
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|         
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|         /* perform depth test */
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|         const vfloat<M> T = twice(dot(v0,Ng));
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|         const vfloat<M> t = rcp(den)*T;
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|         valid &= vfloat<M>(ray.tnear()[k]) <= t & t <= vfloat<M>(ray.tfar[k]);
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|         if (unlikely(none(valid))) return false;
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| 
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|         /* avoid division by 0 */
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|         valid &= den != vfloat<M>(zero);
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|         if (unlikely(none(valid))) return false;
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| 
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|         /* update hit information */
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|         new (&hit) PlueckerHitM<M,UVMapper>(valid,U,V,UVW,t,Ng,mapUV);
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|         return true;
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|       }
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| 
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|       template<typename UVMapper, typename Epilog>
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|       __forceinline bool intersect(RayK<K>& ray, size_t k,
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|                                    const Vec3vf<M>& tri_v0,
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|                                    const Vec3vf<M>& tri_v1,
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|                                    const Vec3vf<M>& tri_v2,
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|                                    const UVMapper& mapUV,				   
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|                                    const Epilog& epilog) const
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|       {
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|         PlueckerHitM<M,UVMapper> hit(mapUV);	
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|         if (intersect(ray,k,tri_v0,tri_v1,tri_v2,mapUV,hit))
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| 	  return epilog(hit.valid,hit);
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| 	return false;
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|       }
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| 
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|       template<typename Epilog>
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|       __forceinline bool intersect(RayK<K>& ray, size_t k,
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|                                    const Vec3vf<M>& tri_v0,
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|                                    const Vec3vf<M>& tri_v1,
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|                                    const Vec3vf<M>& tri_v2,
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|                                    const Epilog& epilog) const
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|       {
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| 	UVIdentity<M> mapUV;	
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|         PlueckerHitM<M,UVIdentity<M>> hit(mapUV);	
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|         if (intersect(ray,k,tri_v0,tri_v1,tri_v2,mapUV,hit))
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| 	  return epilog(hit.valid,hit);
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| 	return false;
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|       }
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|       
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|     };
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|   }
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| }
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