godot/thirdparty/embree/kernels/geometry/quad_intersector_moeller.h

// 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
    {};

    template<int K>
    struct QuadHitK
    {};

    /* ----------------------------- */
    /* -- single ray intersectors -- */
    /* ----------------------------- */


    template<int M, bool filter>
    struct QuadMIntersector1MoellerTrumbore;

    /*! Intersects M quads with 1 ray */
    template<int M, bool filter>
    struct QuadMIntersector1MoellerTrumbore
    {};

#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, RayQueryContext* 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, RayQueryContext* 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
    {};

    template<int M, int K, bool filter>
    struct QuadMIntersectorKMoellerTrumboreBase
    {};

    template<int M, int K, bool filter>
    struct QuadMIntersectorKMoellerTrumbore : public QuadMIntersectorKMoellerTrumboreBase<M,K,filter>
    {};


#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, RayQueryContext* 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, RayQueryContext* 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
  }
}