godot/thirdparty/embree-aarch64/kernels/geometry/subgrid_intersector_pluecker.h
2021-04-23 15:57:28 +02:00

509 lines
21 KiB
C++

// Copyright 2009-2020 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "subgrid.h"
#include "quad_intersector_moeller.h"
#include "quad_intersector_pluecker.h"
namespace embree
{
namespace isa
{
template<int M>
struct SubGridQuadHitPlueckerM
{
__forceinline SubGridQuadHitPlueckerM() {}
__forceinline SubGridQuadHitPlueckerM(const vbool<M>& valid,
const vfloat<M>& U,
const vfloat<M>& V,
const vfloat<M>& UVW,
const vfloat<M>& t,
const Vec3vf<M>& Ng,
const vbool<M>& flags) : valid(valid), vt(t)
{
const vbool<M> invalid = abs(UVW) < min_rcp_input;
const vfloat<M> rcpUVW = select(invalid,vfloat<M>(0.0f),rcp(UVW));
const vfloat<M> u = min(U * rcpUVW,1.0f);
const vfloat<M> v = min(V * rcpUVW,1.0f);
const vfloat<M> u1 = vfloat<M>(1.0f) - u;
const vfloat<M> v1 = vfloat<M>(1.0f) - v;
#if !defined(__AVX__) || defined(EMBREE_BACKFACE_CULLING)
vu = select(flags,u1,u);
vv = select(flags,v1,v);
vNg = Vec3vf<M>(Ng.x,Ng.y,Ng.z);
#else
const vfloat<M> flip = select(flags,vfloat<M>(-1.0f),vfloat<M>(1.0f));
vv = select(flags,u1,v);
vu = select(flags,v1,u);
vNg = Vec3vf<M>(flip*Ng.x,flip*Ng.y,flip*Ng.z);
#endif
}
__forceinline void finalize()
{
}
__forceinline Vec2f uv(const size_t i)
{
const float u = vu[i];
const float v = vv[i];
return Vec2f(u,v);
}
__forceinline float t(const size_t i) { return vt[i]; }
__forceinline Vec3fa Ng(const size_t i) { return Vec3fa(vNg.x[i],vNg.y[i],vNg.z[i]); }
public:
vbool<M> valid;
vfloat<M> vu;
vfloat<M> vv;
vfloat<M> vt;
Vec3vf<M> vNg;
};
template<int M>
__forceinline void interpolateUV(SubGridQuadHitPlueckerM<M> &hit,const GridMesh::Grid &g, const SubGrid& subgrid, const vint<M> &stepX, const vint<M> &stepY)
{
/* correct U,V interpolation across the entire grid */
const vint<M> sx((int)subgrid.x());
const vint<M> sy((int)subgrid.y());
const vint<M> sxM(sx + stepX);
const vint<M> syM(sy + stepY);
const float inv_resX = rcp((float)((int)g.resX-1));
const float inv_resY = rcp((float)((int)g.resY-1));
hit.vu = (hit.vu + vfloat<M>(sxM)) * inv_resX;
hit.vv = (hit.vv + vfloat<M>(syM)) * inv_resY;
}
template<int M>
__forceinline static bool intersectPluecker(Ray& ray,
const Vec3vf<M>& tri_v0,
const Vec3vf<M>& tri_v1,
const Vec3vf<M>& tri_v2,
const vbool<M>& flags,
SubGridQuadHitPlueckerM<M> &hit)
{
/* calculate vertices relative to ray origin */
const Vec3vf<M> O = Vec3vf<M>((Vec3fa)ray.org);
const Vec3vf<M> D = Vec3vf<M>((Vec3fa)ray.dir);
const Vec3vf<M> v0 = tri_v0-O;
const Vec3vf<M> v1 = tri_v1-O;
const Vec3vf<M> v2 = tri_v2-O;
/* calculate triangle edges */
const Vec3vf<M> e0 = v2-v0;
const Vec3vf<M> e1 = v0-v1;
const Vec3vf<M> e2 = v1-v2;
/* perform edge tests */
const vfloat<M> U = dot(cross(e0,v2+v0),D);
const vfloat<M> V = dot(cross(e1,v0+v1),D);
const vfloat<M> W = dot(cross(e2,v1+v2),D);
const vfloat<M> UVW = U+V+W;
const vfloat<M> eps = float(ulp)*abs(UVW);
#if defined(EMBREE_BACKFACE_CULLING)
vbool<M> valid = max(U,V,W) <= eps;
#else
vbool<M> valid = (min(U,V,W) >= -eps) | (max(U,V,W) <= eps);
#endif
if (unlikely(none(valid))) return false;
/* calculate geometry normal and denominator */
const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2);
const vfloat<M> den = twice(dot(Ng,D));
/* perform depth test */
const vfloat<M> T = twice(dot(v0,Ng));
const vfloat<M> t = rcp(den)*T;
valid &= vfloat<M>(ray.tnear()) <= t & t <= vfloat<M>(ray.tfar);
valid &= den != vfloat<M>(zero);
if (unlikely(none(valid))) return false;
/* update hit information */
new (&hit) SubGridQuadHitPlueckerM<M>(valid,U,V,UVW,t,Ng,flags);
return true;
}
template<int M, bool filter>
struct SubGridQuadMIntersector1Pluecker;
template<int M, bool filter>
struct SubGridQuadMIntersector1Pluecker
{
__forceinline SubGridQuadMIntersector1Pluecker() {}
__forceinline SubGridQuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {}
__forceinline void intersect(RayHit& ray, IntersectContext* context,
const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3,
const GridMesh::Grid &g, const SubGrid& subgrid) const
{
SubGridQuadHitPlueckerM<M> hit;
Intersect1EpilogMU<M,filter> epilog(ray,context,subgrid.geomID(),subgrid.primID());
/* intersect first triangle */
if (intersectPluecker(ray,v0,v1,v3,vbool<M>(false),hit))
{
interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
epilog(hit.valid,hit);
}
/* intersect second triangle */
if (intersectPluecker(ray,v2,v3,v1,vbool<M>(true),hit))
{
interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
epilog(hit.valid,hit);
}
}
__forceinline bool occluded(Ray& ray, IntersectContext* context,
const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3,
const GridMesh::Grid &g, const SubGrid& subgrid) const
{
SubGridQuadHitPlueckerM<M> hit;
Occluded1EpilogMU<M,filter> epilog(ray,context,subgrid.geomID(),subgrid.primID());
/* intersect first triangle */
if (intersectPluecker(ray,v0,v1,v3,vbool<M>(false),hit))
{
interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
if (epilog(hit.valid,hit))
return true;
}
/* intersect second triangle */
if (intersectPluecker(ray,v2,v3,v1,vbool<M>(true),hit))
{
interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
if (epilog(hit.valid,hit))
return true;
}
return false;
}
};
#if defined (__AVX__)
/*! Intersects 4 quads with 1 ray using AVX */
template<bool filter>
struct SubGridQuadMIntersector1Pluecker<4,filter>
{
__forceinline SubGridQuadMIntersector1Pluecker() {}
__forceinline SubGridQuadMIntersector1Pluecker(const Ray& ray, const void* ptr) {}
template<typename Epilog>
__forceinline bool intersect(Ray& ray, const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, const GridMesh::Grid &g, const SubGrid& subgrid, const Epilog& epilog) const
{
const Vec3vf8 vtx0(vfloat8(v0.x,v2.x),vfloat8(v0.y,v2.y),vfloat8(v0.z,v2.z));
#if !defined(EMBREE_BACKFACE_CULLING)
const Vec3vf8 vtx1(vfloat8(v1.x),vfloat8(v1.y),vfloat8(v1.z));
const Vec3vf8 vtx2(vfloat8(v3.x),vfloat8(v3.y),vfloat8(v3.z));
#else
const Vec3vf8 vtx1(vfloat8(v1.x,v3.x),vfloat8(v1.y,v3.y),vfloat8(v1.z,v3.z));
const Vec3vf8 vtx2(vfloat8(v3.x,v1.x),vfloat8(v3.y,v1.y),vfloat8(v3.z,v1.z));
#endif
SubGridQuadHitPlueckerM<8> hit;
const vbool8 flags(0,0,0,0,1,1,1,1);
if (unlikely(intersectPluecker(ray,vtx0,vtx1,vtx2,flags,hit)))
{
/* correct U,V interpolation across the entire grid */
interpolateUV<8>(hit,g,subgrid,vint<8>(0,1,1,0,0,1,1,0),vint<8>(0,0,1,1,0,0,1,1));
if (unlikely(epilog(hit.valid,hit)))
return true;
}
return false;
}
__forceinline bool intersect(RayHit& ray, IntersectContext* context,
const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
const GridMesh::Grid &g, const SubGrid& subgrid) const
{
return intersect(ray,v0,v1,v2,v3,g,subgrid,Intersect1EpilogMU<8,filter>(ray,context,subgrid.geomID(),subgrid.primID()));
}
__forceinline bool occluded(Ray& ray, IntersectContext* context,
const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
const GridMesh::Grid &g, const SubGrid& subgrid) const
{
return intersect(ray,v0,v1,v2,v3,g,subgrid,Occluded1EpilogMU<8,filter>(ray,context,subgrid.geomID(),subgrid.primID()));
}
};
#endif
/* ----------------------------- */
/* -- ray packet intersectors -- */
/* ----------------------------- */
template<int K>
struct SubGridQuadHitPlueckerK
{
__forceinline SubGridQuadHitPlueckerK(const vfloat<K>& U,
const vfloat<K>& V,
const vfloat<K>& UVW,
const vfloat<K>& t,
const Vec3vf<K>& Ng,
const vbool<K>& flags,
const GridMesh::Grid &g,
const SubGrid& subgrid,
const unsigned int i)
: U(U), V(V), UVW(UVW), t(t), flags(flags), tri_Ng(Ng), g(g), subgrid(subgrid), i(i) {}
__forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const
{
const vbool<K> invalid = abs(UVW) < min_rcp_input;
const vfloat<K> rcpUVW = select(invalid,vfloat<K>(0.0f),rcp(UVW));
const vfloat<K> u0 = min(U * rcpUVW,1.0f);
const vfloat<K> v0 = min(V * rcpUVW,1.0f);
const vfloat<K> u1 = vfloat<K>(1.0f) - u0;
const vfloat<K> v1 = vfloat<K>(1.0f) - v0;
const vfloat<K> uu = select(flags,u1,u0);
const vfloat<K> vv = select(flags,v1,v0);
const unsigned int sx = subgrid.x() + (unsigned int)(i % 2);
const unsigned int sy = subgrid.y() + (unsigned int)(i >>1);
const float inv_resX = rcp((float)(int)(g.resX-1));
const float inv_resY = rcp((float)(int)(g.resY-1));
const vfloat<K> u = (uu + (float)(int)sx) * inv_resX;
const vfloat<K> v = (vv + (float)(int)sy) * inv_resY;
const Vec3vf<K> Ng(tri_Ng.x,tri_Ng.y,tri_Ng.z);
return std::make_tuple(u,v,t,Ng);
}
private:
const vfloat<K> U;
const vfloat<K> V;
const vfloat<K> UVW;
const vfloat<K> t;
const vfloat<K> absDen;
const vbool<K> flags;
const Vec3vf<K> tri_Ng;
const GridMesh::Grid &g;
const SubGrid& subgrid;
const size_t i;
};
template<int M, int K, bool filter>
struct SubGridQuadMIntersectorKPlueckerBase
{
__forceinline SubGridQuadMIntersectorKPlueckerBase(const vbool<K>& valid, const RayK<K>& ray) {}
template<typename Epilog>
__forceinline vbool<K> intersectK(const vbool<K>& valid0,
RayK<K>& ray,
const Vec3vf<K>& tri_v0,
const Vec3vf<K>& tri_v1,
const Vec3vf<K>& tri_v2,
const Vec3vf<K>& tri_Ng,
const vbool<K>& flags,
const GridMesh::Grid &g,
const SubGrid &subgrid,
const unsigned int i,
const Epilog& epilog) const
{
/* calculate denominator */
/* calculate vertices relative to ray origin */
vbool<K> valid = valid0;
const Vec3vf<K> O = ray.org;
const Vec3vf<K> D = ray.dir;
const Vec3vf<K> v0 = tri_v0-O;
const Vec3vf<K> v1 = tri_v1-O;
const Vec3vf<K> v2 = tri_v2-O;
/* calculate triangle edges */
const Vec3vf<K> e0 = v2-v0;
const Vec3vf<K> e1 = v0-v1;
const Vec3vf<K> e2 = v1-v2;
/* perform edge tests */
const vfloat<K> U = dot(Vec3vf<K>(cross(e0,v2+v0)),D);
const vfloat<K> V = dot(Vec3vf<K>(cross(e1,v0+v1)),D);
const vfloat<K> W = dot(Vec3vf<K>(cross(e2,v1+v2)),D);
const vfloat<K> UVW = U+V+W;
const vfloat<K> eps = float(ulp)*abs(UVW);
#if defined(EMBREE_BACKFACE_CULLING)
valid &= max(U,V,W) <= eps;
#else
valid &= (min(U,V,W) >= -eps) | (max(U,V,W) <= eps);
#endif
if (unlikely(none(valid))) return false;
/* calculate geometry normal and denominator */
const Vec3vf<K> Ng = stable_triangle_normal(e0,e1,e2);
const vfloat<K> den = twice(dot(Vec3vf<K>(Ng),D));
/* perform depth test */
const vfloat<K> T = twice(dot(v0,Vec3vf<K>(Ng)));
const vfloat<K> t = rcp(den)*T;
valid &= ray.tnear() <= t & t <= ray.tfar;
valid &= den != vfloat<K>(zero);
if (unlikely(none(valid))) return false;
/* calculate hit information */
SubGridQuadHitPlueckerK<K> hit(U,V,UVW,t,tri_Ng,flags,g,subgrid,i);
return epilog(valid,hit);
}
template<typename Epilog>
__forceinline vbool<K> intersectK(const vbool<K>& valid0,
RayK<K>& ray,
const Vec3vf<K>& v0,
const Vec3vf<K>& v1,
const Vec3vf<K>& v2,
const vbool<K>& flags,
const GridMesh::Grid &g,
const SubGrid &subgrid,
const unsigned int i,
const Epilog& epilog) const
{
const Vec3vf<K> e1 = v0-v1;
const Vec3vf<K> e2 = v2-v0;
const Vec3vf<K> Ng = cross(e2,e1);
return intersectK(valid0,ray,v0,v1,v2,Ng,flags,g,subgrid,i,epilog);
}
template<typename Epilog>
__forceinline bool intersectK(const vbool<K>& valid0,
RayK<K>& ray,
const Vec3vf<K>& v0,
const Vec3vf<K>& v1,
const Vec3vf<K>& v2,
const Vec3vf<K>& v3,
const GridMesh::Grid &g,
const SubGrid &subgrid,
const unsigned int i,
const Epilog& epilog) const
{
intersectK(valid0,ray,v0,v1,v3,vbool<K>(false),g,subgrid,i,epilog);
if (none(valid0)) return true;
intersectK(valid0,ray,v2,v3,v1,vbool<K>(true ),g,subgrid,i,epilog);
return none(valid0);
}
static __forceinline bool intersect1(RayK<K>& ray,
size_t k,
const Vec3vf<M>& tri_v0,
const Vec3vf<M>& tri_v1,
const Vec3vf<M>& tri_v2,
const Vec3vf<M>& tri_Ng,
const vbool<M>& flags,
SubGridQuadHitPlueckerM<M> &hit)
{
/* calculate vertices relative to ray origin */
const Vec3vf<M> O = broadcast<vfloat<M>>(ray.org,k);
const Vec3vf<M> D = broadcast<vfloat<M>>(ray.dir,k);
const Vec3vf<M> v0 = tri_v0-O;
const Vec3vf<M> v1 = tri_v1-O;
const Vec3vf<M> v2 = tri_v2-O;
/* calculate triangle edges */
const Vec3vf<M> e0 = v2-v0;
const Vec3vf<M> e1 = v0-v1;
const Vec3vf<M> e2 = v1-v2;
/* perform edge tests */
const vfloat<M> U = dot(cross(e0,v2+v0),D);
const vfloat<M> V = dot(cross(e1,v0+v1),D);
const vfloat<M> W = dot(cross(e2,v1+v2),D);
const vfloat<M> UVW = U+V+W;
const vfloat<M> eps = float(ulp)*abs(UVW);
#if defined(EMBREE_BACKFACE_CULLING)
vbool<M> valid = max(U,V,W) <= eps ;
#else
vbool<M> valid = (min(U,V,W) >= -eps) | (max(U,V,W) <= eps);
#endif
if (unlikely(none(valid))) return false;
/* calculate geometry normal and denominator */
const Vec3vf<M> Ng = stable_triangle_normal(e0,e1,e2);
const vfloat<M> den = twice(dot(Ng,D));
/* perform depth test */
const vfloat<M> T = twice(dot(v0,Ng));
const vfloat<M> t = rcp(den)*T;
valid &= vfloat<M>(ray.tnear()[k]) <= t & t <= vfloat<M>(ray.tfar[k]);
if (unlikely(none(valid))) return false;
/* avoid division by 0 */
valid &= den != vfloat<M>(zero);
if (unlikely(none(valid))) return false;
/* update hit information */
new (&hit) SubGridQuadHitPlueckerM<M>(valid,U,V,UVW,t,tri_Ng,flags);
return true;
}
static __forceinline bool intersect1(RayK<K>& ray,
size_t k,
const Vec3vf<M>& v0,
const Vec3vf<M>& v1,
const Vec3vf<M>& v2,
const vbool<M>& flags,
SubGridQuadHitPlueckerM<M> &hit)
{
const Vec3vf<M> e1 = v0-v1;
const Vec3vf<M> e2 = v2-v0;
const Vec3vf<M> Ng = cross(e2,e1); // FIXME: optimize!!!
return intersect1(ray,k,v0,v1,v2,Ng,flags,hit);
}
};
template<int M, int K, bool filter>
struct SubGridQuadMIntersectorKPluecker : public SubGridQuadMIntersectorKPlueckerBase<M,K,filter>
{
__forceinline SubGridQuadMIntersectorKPluecker(const vbool<K>& valid, const RayK<K>& ray)
: SubGridQuadMIntersectorKPlueckerBase<M,K,filter>(valid,ray) {}
__forceinline void intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context,
const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const
{
Intersect1KEpilogMU<M,K,filter> epilog(ray,k,context,subgrid.geomID(),subgrid.primID());
SubGridQuadHitPlueckerM<4> hit;
if (SubGridQuadMIntersectorKPlueckerBase<4,K,filter>::intersect1(ray,k,v0,v1,v3,vboolf4(false),hit))
{
interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
epilog(hit.valid,hit);
}
if (SubGridQuadMIntersectorKPlueckerBase<4,K,filter>::intersect1(ray,k,v2,v3,v1,vboolf4(true),hit))
{
interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
epilog(hit.valid,hit);
}
}
__forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context,
const Vec3vf<M>& v0, const Vec3vf<M>& v1, const Vec3vf<M>& v2, const Vec3vf<M>& v3, const GridMesh::Grid &g, const SubGrid &subgrid) const
{
Occluded1KEpilogMU<M,K,filter> epilog(ray,k,context,subgrid.geomID(),subgrid.primID());
SubGridQuadHitPlueckerM<4> hit;
if (SubGridQuadMIntersectorKPlueckerBase<4,K,filter>::intersect1(ray,k,v0,v1,v3,vboolf4(false),hit))
{
interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
if (epilog(hit.valid,hit)) return true;
}
if (SubGridQuadMIntersectorKPlueckerBase<4,K,filter>::intersect1(ray,k,v2,v3,v1,vboolf4(true),hit))
{
interpolateUV<M>(hit,g,subgrid,vint<M>(0,1,1,0),vint<M>(0,0,1,1));
if (epilog(hit.valid,hit)) return true;
}
return false;
}
};
}
}