godot/thirdparty/embree/kernels/geometry/quad_intersector_moeller.h
jfons 767e374dce Upgrade Embree to the latest official release.
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2021-05-21 17:00:24 +02:00

460 lines
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C++

// Copyright 2009-2021 Intel Corporation
// SPDX-License-Identifier: Apache-2.0
#pragma once
#include "quadv.h"
#include "triangle_intersector_moeller.h"
namespace embree
{
namespace isa
{
template<int M>
struct QuadHitM
{
__forceinline QuadHitM() {}
__forceinline QuadHitM(const vbool<M>& valid,
const vfloat<M>& U,
const vfloat<M>& V,
const vfloat<M>& T,
const vfloat<M>& absDen,
const Vec3vf<M>& Ng,
const vbool<M>& flags)
: U(U), V(V), T(T), absDen(absDen), tri_Ng(Ng), valid(valid), flags(flags) {}
__forceinline void finalize()
{
const vfloat<M> rcpAbsDen = rcp(absDen);
vt = T * rcpAbsDen;
const vfloat<M> u = min(U * rcpAbsDen,1.0f);
const vfloat<M> v = min(V * rcpAbsDen,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>(tri_Ng.x,tri_Ng.y,tri_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*tri_Ng.x,flip*tri_Ng.y,flip*tri_Ng.z);
#endif
}
__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]); }
private:
vfloat<M> U;
vfloat<M> V;
vfloat<M> T;
vfloat<M> absDen;
Vec3vf<M> tri_Ng;
public:
vbool<M> valid;
vfloat<M> vu;
vfloat<M> vv;
vfloat<M> vt;
Vec3vf<M> vNg;
public:
const vbool<M> flags;
};
template<int K>
struct QuadHitK
{
__forceinline QuadHitK(const vfloat<K>& U,
const vfloat<K>& V,
const vfloat<K>& T,
const vfloat<K>& absDen,
const Vec3vf<K>& Ng,
const vbool<K>& flags)
: U(U), V(V), T(T), absDen(absDen), flags(flags), tri_Ng(Ng) {}
__forceinline std::tuple<vfloat<K>,vfloat<K>,vfloat<K>,Vec3vf<K>> operator() () const
{
const vfloat<K> rcpAbsDen = rcp(absDen);
const vfloat<K> t = T * rcpAbsDen;
const vfloat<K> u0 = min(U * rcpAbsDen,1.0f);
const vfloat<K> v0 = min(V * rcpAbsDen,1.0f);
const vfloat<K> u1 = vfloat<K>(1.0f) - u0;
const vfloat<K> v1 = vfloat<K>(1.0f) - v0;
const vfloat<K> u = select(flags,u1,u0);
const vfloat<K> v = select(flags,v1,v0);
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> T;
const vfloat<K> absDen;
const vbool<K> flags;
const Vec3vf<K> tri_Ng;
};
/* ----------------------------- */
/* -- single ray intersectors -- */
/* ----------------------------- */
template<int M, bool filter>
struct QuadMIntersector1MoellerTrumbore;
/*! Intersects M quads with 1 ray */
template<int M, bool filter>
struct QuadMIntersector1MoellerTrumbore
{
__forceinline QuadMIntersector1MoellerTrumbore() {}
__forceinline QuadMIntersector1MoellerTrumbore(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 vuint<M>& geomID, const vuint<M>& primID) const
{
UVIdentity<M> mapUV;
MoellerTrumboreHitM<M,UVIdentity<M>> hit(mapUV);
MoellerTrumboreIntersector1<M> intersector(ray,nullptr);
Intersect1EpilogM<M,filter> epilog(ray,context,geomID,primID);
/* intersect first triangle */
if (intersector.intersect(ray,v0,v1,v3,mapUV,hit))
epilog(hit.valid,hit);
/* intersect second triangle */
if (intersector.intersect(ray,v2,v3,v1,mapUV,hit))
{
hit.U = hit.absDen - hit.U;
hit.V = hit.absDen - hit.V;
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 vuint<M>& geomID, const vuint<M>& primID) const
{
UVIdentity<M> mapUV;
MoellerTrumboreHitM<M,UVIdentity<M>> hit(mapUV);
MoellerTrumboreIntersector1<M> intersector(ray,nullptr);
Occluded1EpilogM<M,filter> epilog(ray,context,geomID,primID);
/* intersect first triangle */
if (intersector.intersect(ray,v0,v1,v3,mapUV,hit))
{
if (epilog(hit.valid,hit))
return true;
}
/* intersect second triangle */
if (intersector.intersect(ray,v2,v3,v1,mapUV,hit))
{
hit.U = hit.absDen - hit.U;
hit.V = hit.absDen - hit.V;
if (epilog(hit.valid,hit))
return true;
}
return false;
}
};
#if defined(__AVX__)
/*! Intersects 4 quads with 1 ray using AVX */
template<bool filter>
struct QuadMIntersector1MoellerTrumbore<4,filter>
{
__forceinline QuadMIntersector1MoellerTrumbore() {}
__forceinline QuadMIntersector1MoellerTrumbore(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 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
UVIdentity<8> mapUV;
MoellerTrumboreHitM<8,UVIdentity<8>> hit(mapUV);
MoellerTrumboreIntersector1<8> intersector(ray,nullptr);
const vbool8 flags(0,0,0,0,1,1,1,1);
if (unlikely(intersector.intersect(ray,vtx0,vtx1,vtx2,mapUV,hit)))
{
vfloat8 U = hit.U, V = hit.V, absDen = hit.absDen;
#if !defined(EMBREE_BACKFACE_CULLING)
hit.U = select(flags,absDen-V,U);
hit.V = select(flags,absDen-U,V);
hit.vNg *= select(flags,vfloat8(-1.0f),vfloat8(1.0f)); // FIXME: use XOR
#else
hit.U = select(flags,absDen-U,U);
hit.V = select(flags,absDen-V,V);
#endif
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 vuint4& geomID, const vuint4& primID) const
{
return intersect(ray,v0,v1,v2,v3,Intersect1EpilogM<8,filter>(ray,context,vuint8(geomID),vuint8(primID)));
}
__forceinline bool occluded(Ray& ray, IntersectContext* context,
const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
const vuint4& geomID, const vuint4& primID) const
{
return intersect(ray,v0,v1,v2,v3,Occluded1EpilogM<8,filter>(ray,context,vuint8(geomID),vuint8(primID)));
}
};
#endif
/* ----------------------------- */
/* -- ray packet intersectors -- */
/* ----------------------------- */
struct MoellerTrumboreIntersector1KTriangleM
{
/*! Intersect k'th ray from ray packet of size K with M triangles. */
template<int M, int K, typename Epilog>
static __forceinline bool intersect(RayK<K>& ray,
size_t k,
const Vec3vf<M>& tri_v0,
const Vec3vf<M>& tri_e1,
const Vec3vf<M>& tri_e2,
const Vec3vf<M>& tri_Ng,
const vbool<M>& flags,
const Epilog& epilog)
{
/* calculate denominator */
const Vec3vf<M> O = broadcast<vfloat<M>>(ray.org,k);
const Vec3vf<M> D = broadcast<vfloat<M>>(ray.dir,k);
const Vec3vf<M> C = Vec3vf<M>(tri_v0) - O;
const Vec3vf<M> R = cross(C,D);
const vfloat<M> den = dot(Vec3vf<M>(tri_Ng),D);
const vfloat<M> absDen = abs(den);
const vfloat<M> sgnDen = signmsk(den);
/* perform edge tests */
const vfloat<M> U = dot(R,Vec3vf<M>(tri_e2)) ^ sgnDen;
const vfloat<M> V = dot(R,Vec3vf<M>(tri_e1)) ^ sgnDen;
/* perform backface culling */
#if defined(EMBREE_BACKFACE_CULLING)
vbool<M> valid = (den < vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen);
#else
vbool<M> valid = (den != vfloat<M>(zero)) & (U >= 0.0f) & (V >= 0.0f) & (U+V<=absDen);
#endif
if (likely(none(valid))) return false;
/* perform depth test */
const vfloat<M> T = dot(Vec3vf<M>(tri_Ng),C) ^ sgnDen;
valid &= (absDen*vfloat<M>(ray.tnear()[k]) < T) & (T <= absDen*vfloat<M>(ray.tfar[k]));
if (likely(none(valid))) return false;
/* calculate hit information */
QuadHitM<M> hit(valid,U,V,T,absDen,tri_Ng,flags);
return epilog(valid,hit);
}
template<int M, int K, typename Epilog>
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,
const Epilog& epilog)
{
const Vec3vf<M> e1 = v0-v1;
const Vec3vf<M> e2 = v2-v0;
const Vec3vf<M> Ng = cross(e2,e1);
return intersect<M,K>(ray,k,v0,e1,e2,Ng,flags,epilog);
}
};
template<int M, int K, bool filter>
struct QuadMIntersectorKMoellerTrumboreBase
{
__forceinline QuadMIntersectorKMoellerTrumboreBase(const vbool<K>& valid, const RayK<K>& ray) {}
/*! Intersects K rays with one of M triangles. */
template<typename Epilog>
__forceinline vbool<K> intersectK(const vbool<K>& valid0,
RayK<K>& ray,
const Vec3vf<K>& tri_v0,
const Vec3vf<K>& tri_e1,
const Vec3vf<K>& tri_e2,
const Vec3vf<K>& tri_Ng,
const vbool<K>& flags,
const Epilog& epilog) const
{
/* calculate denominator */
vbool<K> valid = valid0;
const Vec3vf<K> C = tri_v0 - ray.org;
const Vec3vf<K> R = cross(C,ray.dir);
const vfloat<K> den = dot(tri_Ng,ray.dir);
const vfloat<K> absDen = abs(den);
const vfloat<K> sgnDen = signmsk(den);
/* test against edge p2 p0 */
const vfloat<K> U = dot(R,tri_e2) ^ sgnDen;
valid &= U >= 0.0f;
if (likely(none(valid))) return false;
/* test against edge p0 p1 */
const vfloat<K> V = dot(R,tri_e1) ^ sgnDen;
valid &= V >= 0.0f;
if (likely(none(valid))) return false;
/* test against edge p1 p2 */
const vfloat<K> W = absDen-U-V;
valid &= W >= 0.0f;
if (likely(none(valid))) return false;
/* perform depth test */
const vfloat<K> T = dot(tri_Ng,C) ^ sgnDen;
valid &= (absDen*ray.tnear() < T) & (T <= absDen*ray.tfar);
if (unlikely(none(valid))) return false;
/* perform backface culling */
#if defined(EMBREE_BACKFACE_CULLING)
valid &= den < vfloat<K>(zero);
if (unlikely(none(valid))) return false;
#else
valid &= den != vfloat<K>(zero);
if (unlikely(none(valid))) return false;
#endif
/* calculate hit information */
QuadHitK<K> hit(U,V,T,absDen,tri_Ng,flags);
return epilog(valid,hit);
}
/*! Intersects K rays with one of M quads. */
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 vbool<K>& flags,
const Epilog& epilog) const
{
const Vec3vf<K> e1 = tri_v0-tri_v1;
const Vec3vf<K> e2 = tri_v2-tri_v0;
const Vec3vf<K> Ng = cross(e2,e1);
return intersectK(valid0,ray,tri_v0,e1,e2,Ng,flags,epilog);
}
/*! Intersects K rays with one of M quads. */
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 Epilog& epilog) const
{
intersectK(valid0,ray,v0,v1,v3,vbool<K>(false),epilog);
if (none(valid0)) return true;
intersectK(valid0,ray,v2,v3,v1,vbool<K>(true ),epilog);
return none(valid0);
}
};
template<int M, int K, bool filter>
struct QuadMIntersectorKMoellerTrumbore : public QuadMIntersectorKMoellerTrumboreBase<M,K,filter>
{
__forceinline QuadMIntersectorKMoellerTrumbore(const vbool<K>& valid, const RayK<K>& ray)
: QuadMIntersectorKMoellerTrumboreBase<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 vuint<M>& geomID, const vuint<M>& primID) const
{
Intersect1KEpilogM<M,K,filter> epilog(ray,k,context,geomID,primID);
MoellerTrumboreIntersector1KTriangleM::intersect1<M,K>(ray,k,v0,v1,v3,vbool<M>(false),epilog);
MoellerTrumboreIntersector1KTriangleM::intersect1<M,K>(ray,k,v2,v3,v1,vbool<M>(true ),epilog);
}
__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 vuint<M>& geomID, const vuint<M>& primID) const
{
Occluded1KEpilogM<M,K,filter> epilog(ray,k,context,geomID,primID);
if (MoellerTrumboreIntersector1KTriangleM::intersect1<M,K>(ray,k,v0,v1,v3,vbool<M>(false),epilog)) return true;
if (MoellerTrumboreIntersector1KTriangleM::intersect1<M,K>(ray,k,v2,v3,v1,vbool<M>(true ),epilog)) return true;
return false;
}
};
#if defined(__AVX__)
/*! Intersects 4 quads with 1 ray using AVX */
template<int K, bool filter>
struct QuadMIntersectorKMoellerTrumbore<4,K,filter> : public QuadMIntersectorKMoellerTrumboreBase<4,K,filter>
{
__forceinline QuadMIntersectorKMoellerTrumbore(const vbool<K>& valid, const RayK<K>& ray)
: QuadMIntersectorKMoellerTrumboreBase<4,K,filter>(valid,ray) {}
template<typename Epilog>
__forceinline bool intersect1(RayK<K>& ray, size_t k,
const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3, 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
const vbool8 flags(0,0,0,0,1,1,1,1);
return MoellerTrumboreIntersector1KTriangleM::intersect1<8,K>(ray,k,vtx0,vtx1,vtx2,flags,epilog);
}
__forceinline bool intersect1(RayHitK<K>& ray, size_t k, IntersectContext* context,
const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
const vuint4& geomID, const vuint4& primID) const
{
return intersect1(ray,k,v0,v1,v2,v3,Intersect1KEpilogM<8,K,filter>(ray,k,context,vuint8(geomID),vuint8(primID)));
}
__forceinline bool occluded1(RayK<K>& ray, size_t k, IntersectContext* context,
const Vec3vf4& v0, const Vec3vf4& v1, const Vec3vf4& v2, const Vec3vf4& v3,
const vuint4& geomID, const vuint4& primID) const
{
return intersect1(ray,k,v0,v1,v2,v3,Occluded1KEpilogM<8,K,filter>(ray,k,context,vuint8(geomID),vuint8(primID)));
}
};
#endif
}
}