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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.
		
			
				
	
	
		
			211 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			211 lines
		
	
	
	
		
			10 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 "intersector_epilog.h"
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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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|     /*! Intersects M motion blur triangles with 1 ray */
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|     template<int M, bool filter>
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|     struct TriangleMvMBIntersector1Moeller
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|     {
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|       typedef TriangleMvMB<M> Primitive;
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|       typedef MoellerTrumboreIntersector1<M> Precalculations;
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| 
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|       /*! Intersect a ray with the M triangles and updates the hit. */
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|       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         STAT3(normal.trav_prims,1,1,1);
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|         const Vec3vf<M> time(ray.time());
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|         const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
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|         const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
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|         const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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|         pre.intersect(ray,v0,v1,v2,Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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|       }
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| 
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|       /*! Test if the ray is occluded by one of M triangles. */
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|       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         STAT3(shadow.trav_prims,1,1,1);
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|         const Vec3vf<M> time(ray.time());
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|         const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
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|         const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
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|         const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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|         return pre.intersect(ray,v0,v1,v2,Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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|       }
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|       
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|       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
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|       {
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|         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
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|       }
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|     };
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|     
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|     /*! Intersects M motion blur triangles with K rays. */
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|     template<int M, int K, bool filter>
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|     struct TriangleMvMBIntersectorKMoeller
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|     {
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|       typedef TriangleMvMB<M> Primitive;
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|       typedef MoellerTrumboreIntersectorK<M,K> Precalculations;
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| 
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|       /*! Intersects K rays with M triangles. */
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|       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
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|         {
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|           if (!tri.valid(i)) break;
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|           STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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|           const Vec3vf<K> time(ray.time());
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|           const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
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|           const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
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|           const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
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|           pre.intersectK(valid_i,ray,v0,v1,v2,IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
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|         }
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|       }
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| 
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|       /*! Test for K rays if they are occluded by any of the M triangles. */
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|       static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         vbool<K> valid0 = valid_i;
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| 
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|         for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
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|         {
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|           if (!tri.valid(i)) break;
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|           STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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|           const Vec3vf<K> time(ray.time());
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|           const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
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|           const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
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|           const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
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|           pre.intersectK(valid0,ray,v0,v1,v2,OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
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|           if (none(valid0)) break;
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|         }
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|         return !valid0;
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|       }
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|       
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|       /*! Intersect a ray with M triangles and updates the hit. */
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|       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         STAT3(normal.trav_prims,1,1,1);
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|         const Vec3vf<M> time(ray.time()[k]);
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|         const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
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|         const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
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|         const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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|         pre.intersect(ray,k,v0,v1,v2,Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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|       }
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| 
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|       /*! Test if the ray is occluded by one of the M triangles. */
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|       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         STAT3(shadow.trav_prims,1,1,1);
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|         const Vec3vf<M> time(ray.time()[k]);
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|         const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
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|         const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
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|         const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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|         return pre.intersect(ray,k,v0,v1,v2,Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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|       }
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|     };
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| 
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|     /*! Intersects M motion blur triangles with 1 ray */
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|     template<int M, bool filter>
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|     struct TriangleMvMBIntersector1Pluecker
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|     {
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|       typedef TriangleMvMB<M> Primitive;
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|       typedef PlueckerIntersector1<M> Precalculations;
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| 
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|       /*! Intersect a ray with the M triangles and updates the hit. */
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|       static __forceinline void intersect(const Precalculations& pre, RayHit& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         STAT3(normal.trav_prims,1,1,1);
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|         const Vec3vf<M> time(ray.time());
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|         const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
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|         const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
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|         const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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|         pre.intersect(ray,v0,v1,v2,UVIdentity<M>(),Intersect1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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|       }
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| 
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|       /*! Test if the ray is occluded by one of M triangles. */
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|       static __forceinline bool occluded(const Precalculations& pre, Ray& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         STAT3(shadow.trav_prims,1,1,1);
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|         const Vec3vf<M> time(ray.time());
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|         const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
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|         const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
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|         const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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|         return pre.intersect(ray,v0,v1,v2,UVIdentity<M>(),Occluded1EpilogM<M,filter>(ray,context,tri.geomID(),tri.primID()));
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|       }
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|       
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|       static __forceinline bool pointQuery(PointQuery* query, PointQueryContext* context, const Primitive& tri)
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|       {
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|         return PrimitivePointQuery1<Primitive>::pointQuery(query, context, tri);
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|       }
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|     };
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|     
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|     /*! Intersects M motion blur triangles with K rays. */
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|     template<int M, int K, bool filter>
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|     struct TriangleMvMBIntersectorKPluecker
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|     {
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|       typedef TriangleMvMB<M> Primitive;
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|       typedef PlueckerIntersectorK<M,K> Precalculations;
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| 
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|       /*! Intersects K rays with M triangles. */
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|       static __forceinline void intersect(const vbool<K>& valid_i, Precalculations& pre, RayHitK<K>& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
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|         {
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|           if (!tri.valid(i)) break;
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|           STAT3(normal.trav_prims,1,popcnt(valid_i),K);
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|           const Vec3vf<K> time(ray.time());
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|           const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
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|           const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
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|           const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
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|           pre.intersectK(valid_i,ray,v0,v1,v2,UVIdentity<K>(),IntersectKEpilogM<M,K,filter>(ray,context,tri.geomID(),tri.primID(),i));
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|         }
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|       }
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| 
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|       /*! Test for K rays if they are occluded by any of the M triangles. */
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|       static __forceinline vbool<K> occluded(const vbool<K>& valid_i, Precalculations& pre, RayK<K>& ray, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         vbool<K> valid0 = valid_i;
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| 
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|         for (size_t i=0; i<TriangleMvMB<M>::max_size(); i++)
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|         {
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|           if (!tri.valid(i)) break;
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|           STAT3(shadow.trav_prims,1,popcnt(valid0),K);
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|           const Vec3vf<K> time(ray.time());
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|           const Vec3vf<K> v0 = madd(time,broadcast<vfloat<K>>(tri.dv0,i),broadcast<vfloat<K>>(tri.v0,i));
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|           const Vec3vf<K> v1 = madd(time,broadcast<vfloat<K>>(tri.dv1,i),broadcast<vfloat<K>>(tri.v1,i));
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|           const Vec3vf<K> v2 = madd(time,broadcast<vfloat<K>>(tri.dv2,i),broadcast<vfloat<K>>(tri.v2,i));
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|           pre.intersectK(valid0,ray,v0,v1,v2,UVIdentity<K>(),OccludedKEpilogM<M,K,filter>(valid0,ray,context,tri.geomID(),tri.primID(),i));
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|           if (none(valid0)) break;
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|         }
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|         return !valid0;
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|       }
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| 
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|       /*! Intersect a ray with M triangles and updates the hit. */
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|       static __forceinline void intersect(Precalculations& pre, RayHitK<K>& ray, size_t k, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         STAT3(normal.trav_prims,1,1,1);
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|         const Vec3vf<M> time(ray.time()[k]);
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|         const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
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|         const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
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|         const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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|         pre.intersect(ray,k,v0,v1,v2,UVIdentity<M>(),Intersect1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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|       }
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| 
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|       /*! Test if the ray is occluded by one of the M triangles. */
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|       static __forceinline bool occluded(Precalculations& pre, RayK<K>& ray, size_t k, IntersectContext* context, const TriangleMvMB<M>& tri)
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|       {
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|         STAT3(shadow.trav_prims,1,1,1);
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|         const Vec3vf<M> time(ray.time()[k]);
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|         const Vec3vf<M> v0 = madd(time,Vec3vf<M>(tri.dv0),Vec3vf<M>(tri.v0));
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|         const Vec3vf<M> v1 = madd(time,Vec3vf<M>(tri.dv1),Vec3vf<M>(tri.v1));
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|         const Vec3vf<M> v2 = madd(time,Vec3vf<M>(tri.dv2),Vec3vf<M>(tri.v2));
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|         return pre.intersect(ray,k,v0,v1,v2,UVIdentity<M>(),Occluded1KEpilogM<M,K,filter>(ray,k,context,tri.geomID(),tri.primID()));
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|       }
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|     };
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|   }
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| }
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