| 1 | // Copyright 2009-2021 Intel Corporation |
| 2 | // SPDX-License-Identifier: Apache-2.0 |
| 3 | |
| 4 | #pragma once |
| 5 | |
| 6 | #include "primitive.h" |
| 7 | #include "../common/scene.h" |
| 8 | |
| 9 | namespace embree |
| 10 | { |
| 11 | /* Stores M triangles from an indexed face set */ |
| 12 | template <int M> |
| 13 | struct TriangleMi |
| 14 | { |
| 15 | /* Virtual interface to query information about the triangle type */ |
| 16 | struct Type : public PrimitiveType |
| 17 | { |
| 18 | const char* name() const; |
| 19 | size_t sizeActive(const char* This) const; |
| 20 | size_t sizeTotal(const char* This) const; |
| 21 | size_t getBytes(const char* This) const; |
| 22 | }; |
| 23 | static Type type; |
| 24 | |
| 25 | public: |
| 26 | |
| 27 | /* primitive supports multiple time segments */ |
| 28 | static const bool singleTimeSegment = false; |
| 29 | |
| 30 | /* Returns maximum number of stored triangles */ |
| 31 | static __forceinline size_t max_size() { return M; } |
| 32 | |
| 33 | /* Returns required number of primitive blocks for N primitives */ |
| 34 | static __forceinline size_t blocks(size_t N) { return (N+max_size()-1)/max_size(); } |
| 35 | |
| 36 | public: |
| 37 | |
| 38 | /* Default constructor */ |
| 39 | __forceinline TriangleMi() { } |
| 40 | |
| 41 | /* Construction from vertices and IDs */ |
| 42 | __forceinline TriangleMi(const vuint<M>& v0, |
| 43 | const vuint<M>& v1, |
| 44 | const vuint<M>& v2, |
| 45 | const vuint<M>& geomIDs, |
| 46 | const vuint<M>& primIDs) |
| 47 | #if defined(EMBREE_COMPACT_POLYS) |
| 48 | : geomIDs(geomIDs), primIDs(primIDs) {} |
| 49 | #else |
| 50 | : v0_(v0), v1_(v1), v2_(v2), geomIDs(geomIDs), primIDs(primIDs) {} |
| 51 | #endif |
| 52 | |
| 53 | /* Returns a mask that tells which triangles are valid */ |
| 54 | __forceinline vbool<M> valid() const { return primIDs != vuint<M>(-1); } |
| 55 | |
| 56 | /* Returns if the specified triangle is valid */ |
| 57 | __forceinline bool valid(const size_t i) const { assert(i<M); return primIDs[i] != -1; } |
| 58 | |
| 59 | /* Returns the number of stored triangles */ |
| 60 | __forceinline size_t size() const { return bsf(~movemask(valid())); } |
| 61 | |
| 62 | /* Returns the geometry IDs */ |
| 63 | __forceinline vuint<M> geomID() const { return geomIDs; } |
| 64 | __forceinline unsigned int geomID(const size_t i) const { assert(i<M); return geomIDs[i]; } |
| 65 | |
| 66 | /* Returns the primitive IDs */ |
| 67 | __forceinline vuint<M> primID() const { return primIDs; } |
| 68 | __forceinline unsigned int primID(const size_t i) const { assert(i<M); return primIDs[i]; } |
| 69 | |
| 70 | /* Calculate the bounds of the triangles */ |
| 71 | __forceinline const BBox3fa bounds(const Scene *const scene, const size_t itime=0) const |
| 72 | { |
| 73 | BBox3fa bounds = empty; |
| 74 | for (size_t i=0; i<M && valid(i); i++) { |
| 75 | const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i)); |
| 76 | bounds.extend(mesh->bounds(primID(i),itime)); |
| 77 | } |
| 78 | return bounds; |
| 79 | } |
| 80 | |
| 81 | /* Calculate the linear bounds of the primitive */ |
| 82 | __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime) { |
| 83 | return LBBox3fa(bounds(scene,itime+0),bounds(scene,itime+1)); |
| 84 | } |
| 85 | |
| 86 | __forceinline LBBox3fa linearBounds(const Scene *const scene, size_t itime, size_t numTimeSteps) |
| 87 | { |
| 88 | LBBox3fa allBounds = empty; |
| 89 | for (size_t i=0; i<M && valid(i); i++) |
| 90 | { |
| 91 | const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i)); |
| 92 | allBounds.extend(mesh->linearBounds(primID(i), itime, numTimeSteps)); |
| 93 | } |
| 94 | return allBounds; |
| 95 | } |
| 96 | |
| 97 | __forceinline LBBox3fa linearBounds(const Scene *const scene, const BBox1f time_range) |
| 98 | { |
| 99 | LBBox3fa allBounds = empty; |
| 100 | for (size_t i=0; i<M && valid(i); i++) |
| 101 | { |
| 102 | const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(i)); |
| 103 | allBounds.extend(mesh->linearBounds(primID(i), time_range)); |
| 104 | } |
| 105 | return allBounds; |
| 106 | } |
| 107 | |
| 108 | /* Non-temporal store */ |
| 109 | __forceinline static void store_nt(TriangleMi* dst, const TriangleMi& src) |
| 110 | { |
| 111 | #if !defined(EMBREE_COMPACT_POLYS) |
| 112 | vuint<M>::store_nt(&dst->v0_,src.v0_); |
| 113 | vuint<M>::store_nt(&dst->v1_,src.v1_); |
| 114 | vuint<M>::store_nt(&dst->v2_,src.v2_); |
| 115 | #endif |
| 116 | vuint<M>::store_nt(&dst->geomIDs,src.geomIDs); |
| 117 | vuint<M>::store_nt(&dst->primIDs,src.primIDs); |
| 118 | } |
| 119 | |
| 120 | /* Fill triangle from triangle list */ |
| 121 | template<typename PrimRefT> |
| 122 | __forceinline void fill(const PrimRefT* prims, size_t& begin, size_t end, Scene* scene) |
| 123 | { |
| 124 | vuint<M> v0 = zero, v1 = zero, v2 = zero; |
| 125 | vuint<M> geomID = -1, primID = -1; |
| 126 | const PrimRefT* prim = &prims[begin]; |
| 127 | |
| 128 | for (size_t i=0; i<M; i++) |
| 129 | { |
| 130 | if (begin<end) { |
| 131 | geomID[i] = prim->geomID(); |
| 132 | primID[i] = prim->primID(); |
| 133 | #if !defined(EMBREE_COMPACT_POLYS) |
| 134 | const TriangleMesh* mesh = scene->get<TriangleMesh>(prim->geomID()); |
| 135 | const TriangleMesh::Triangle& tri = mesh->triangle(prim->primID()); |
| 136 | unsigned int int_stride = mesh->vertices0.getStride()/4; |
| 137 | v0[i] = tri.v[0] * int_stride; |
| 138 | v1[i] = tri.v[1] * int_stride; |
| 139 | v2[i] = tri.v[2] * int_stride; |
| 140 | #endif |
| 141 | begin++; |
| 142 | } else { |
| 143 | assert(i); |
| 144 | if (likely(i > 0)) { |
| 145 | geomID[i] = geomID[0]; |
| 146 | primID[i] = -1; |
| 147 | v0[i] = v0[0]; |
| 148 | v1[i] = v0[0]; |
| 149 | v2[i] = v0[0]; |
| 150 | } |
| 151 | } |
| 152 | if (begin<end) prim = &prims[begin]; |
| 153 | } |
| 154 | new (this) TriangleMi(v0,v1,v2,geomID,primID); // FIXME: use non temporal store |
| 155 | } |
| 156 | |
| 157 | __forceinline LBBox3fa fillMB(const PrimRef* prims, size_t& begin, size_t end, Scene* scene, size_t itime) |
| 158 | { |
| 159 | fill(prims, begin, end, scene); |
| 160 | return linearBounds(scene, itime); |
| 161 | } |
| 162 | |
| 163 | __forceinline LBBox3fa fillMB(const PrimRefMB* prims, size_t& begin, size_t end, Scene* scene, const BBox1f time_range) |
| 164 | { |
| 165 | fill(prims, begin, end, scene); |
| 166 | return linearBounds(scene, time_range); |
| 167 | } |
| 168 | |
| 169 | /* Updates the primitive */ |
| 170 | __forceinline BBox3fa update(TriangleMesh* mesh) |
| 171 | { |
| 172 | BBox3fa bounds = empty; |
| 173 | for (size_t i=0; i<M; i++) |
| 174 | { |
| 175 | if (primID(i) == -1) break; |
| 176 | const unsigned int primId = primID(i); |
| 177 | const TriangleMesh::Triangle& tri = mesh->triangle(primId); |
| 178 | const Vec3fa p0 = mesh->vertex(tri.v[0]); |
| 179 | const Vec3fa p1 = mesh->vertex(tri.v[1]); |
| 180 | const Vec3fa p2 = mesh->vertex(tri.v[2]); |
| 181 | bounds.extend(merge(BBox3fa(p0),BBox3fa(p1),BBox3fa(p2))); |
| 182 | } |
| 183 | return bounds; |
| 184 | } |
| 185 | |
| 186 | protected: |
| 187 | #if !defined(EMBREE_COMPACT_POLYS) |
| 188 | vuint<M> v0_; // 4 byte offset of 1st vertex |
| 189 | vuint<M> v1_; // 4 byte offset of 2nd vertex |
| 190 | vuint<M> v2_; // 4 byte offset of 3rd vertex |
| 191 | #endif |
| 192 | vuint<M> geomIDs; // geometry ID of mesh |
| 193 | vuint<M> primIDs; // primitive ID of primitive inside mesh |
| 194 | }; |
| 195 | |
| 196 | namespace isa |
| 197 | { |
| 198 | |
| 199 | template<int M> |
| 200 | struct TriangleMi : public embree::TriangleMi<M> |
| 201 | { |
| 202 | #if !defined(EMBREE_COMPACT_POLYS) |
| 203 | using embree::TriangleMi<M>::v0_; |
| 204 | using embree::TriangleMi<M>::v1_; |
| 205 | using embree::TriangleMi<M>::v2_; |
| 206 | #endif |
| 207 | using embree::TriangleMi<M>::geomIDs; |
| 208 | using embree::TriangleMi<M>::primIDs; |
| 209 | using embree::TriangleMi<M>::geomID; |
| 210 | using embree::TriangleMi<M>::primID; |
| 211 | using embree::TriangleMi<M>::valid; |
| 212 | |
| 213 | /* loads a single vertex */ |
| 214 | template<int vid> |
| 215 | __forceinline Vec3f getVertex(const size_t index, const Scene *const scene) const |
| 216 | { |
| 217 | #if defined(EMBREE_COMPACT_POLYS) |
| 218 | const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index)); |
| 219 | const TriangleMesh::Triangle& tri = mesh->triangle(primID(index)); |
| 220 | return (Vec3f) mesh->vertices[0][tri.v[vid]]; |
| 221 | #else |
| 222 | const vuint<M>& v = getVertexOffset<vid>(); |
| 223 | const float* vertices = scene->vertices[geomID(index)]; |
| 224 | return (Vec3f&) vertices[v[index]]; |
| 225 | #endif |
| 226 | } |
| 227 | |
| 228 | template<int vid, typename T> |
| 229 | __forceinline Vec3<T> getVertex(const size_t index, const Scene *const scene, const size_t itime, const T& ftime) const |
| 230 | { |
| 231 | #if defined(EMBREE_COMPACT_POLYS) |
| 232 | const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index)); |
| 233 | const TriangleMesh::Triangle& tri = mesh->triangle(primID(index)); |
| 234 | const Vec3fa v0 = mesh->vertices[itime+0][tri.v[vid]]; |
| 235 | const Vec3fa v1 = mesh->vertices[itime+1][tri.v[vid]]; |
| 236 | #else |
| 237 | const vuint<M>& v = getVertexOffset<vid>(); |
| 238 | const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index)); |
| 239 | const float* vertices0 = (const float*) mesh->vertexPtr(0,itime+0); |
| 240 | const float* vertices1 = (const float*) mesh->vertexPtr(0,itime+1); |
| 241 | const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]); |
| 242 | const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]); |
| 243 | #endif |
| 244 | const Vec3<T> p0(v0.x,v0.y,v0.z); |
| 245 | const Vec3<T> p1(v1.x,v1.y,v1.z); |
| 246 | return lerp(p0,p1,ftime); |
| 247 | } |
| 248 | |
| 249 | template<int vid, int K, typename T> |
| 250 | __forceinline Vec3<T> getVertex(const vbool<K>& valid, const size_t index, const Scene *const scene, const vint<K>& itime, const T& ftime) const |
| 251 | { |
| 252 | Vec3<T> p0, p1; |
| 253 | const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index)); |
| 254 | |
| 255 | for (size_t mask=movemask(valid), i=bsf(mask); mask; mask=btc(mask,i), i=bsf(mask)) |
| 256 | { |
| 257 | #if defined(EMBREE_COMPACT_POLYS) |
| 258 | const TriangleMesh::Triangle& tri = mesh->triangle(primID(index)); |
| 259 | const Vec3fa v0 = mesh->vertices[itime[i]+0][tri.v[vid]]; |
| 260 | const Vec3fa v1 = mesh->vertices[itime[i]+1][tri.v[vid]]; |
| 261 | #else |
| 262 | const vuint<M>& v = getVertexOffset<vid>(); |
| 263 | const float* vertices0 = (const float*) mesh->vertexPtr(0,itime[i]+0); |
| 264 | const float* vertices1 = (const float*) mesh->vertexPtr(0,itime[i]+1); |
| 265 | const Vec3fa v0 = Vec3fa::loadu(vertices0+v[index]); |
| 266 | const Vec3fa v1 = Vec3fa::loadu(vertices1+v[index]); |
| 267 | #endif |
| 268 | p0.x[i] = v0.x; p0.y[i] = v0.y; p0.z[i] = v0.z; |
| 269 | p1.x[i] = v1.x; p1.y[i] = v1.y; p1.z[i] = v1.z; |
| 270 | } |
| 271 | return (T(one)-ftime)*p0 + ftime*p1; |
| 272 | } |
| 273 | |
| 274 | struct Triangle { |
| 275 | vfloat4 v0,v1,v2; |
| 276 | }; |
| 277 | |
| 278 | #if defined(EMBREE_COMPACT_POLYS) |
| 279 | |
| 280 | __forceinline Triangle loadTriangle(const int i, const Scene* const scene) const |
| 281 | { |
| 282 | const unsigned int geomID = geomIDs[i]; |
| 283 | const unsigned int primID = primIDs[i]; |
| 284 | if (unlikely(primID == -1)) return { zero, zero, zero }; |
| 285 | const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID); |
| 286 | const TriangleMesh::Triangle& tri = mesh->triangle(primID); |
| 287 | const vfloat4 v0 = (vfloat4) mesh->vertices0[tri.v[0]]; |
| 288 | const vfloat4 v1 = (vfloat4) mesh->vertices0[tri.v[1]]; |
| 289 | const vfloat4 v2 = (vfloat4) mesh->vertices0[tri.v[2]]; |
| 290 | return { v0, v1, v2 }; |
| 291 | } |
| 292 | |
| 293 | __forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const |
| 294 | { |
| 295 | const unsigned int primID = primIDs[i]; |
| 296 | if (unlikely(primID == -1)) return { zero, zero, zero }; |
| 297 | const TriangleMesh::Triangle& tri = mesh->triangle(primID); |
| 298 | const vfloat4 v0 = (vfloat4) mesh->vertices[itime][tri.v[0]]; |
| 299 | const vfloat4 v1 = (vfloat4) mesh->vertices[itime][tri.v[1]]; |
| 300 | const vfloat4 v2 = (vfloat4) mesh->vertices[itime][tri.v[2]]; |
| 301 | return { v0, v1, v2 }; |
| 302 | } |
| 303 | |
| 304 | #else |
| 305 | |
| 306 | __forceinline Triangle loadTriangle(const int i, const Scene* const scene) const |
| 307 | { |
| 308 | const float* vertices = scene->vertices[geomID(i)]; |
| 309 | const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]); |
| 310 | const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]); |
| 311 | const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]); |
| 312 | return { v0, v1, v2 }; |
| 313 | } |
| 314 | |
| 315 | __forceinline Triangle loadTriangle(const int i, const int itime, const TriangleMesh* const mesh) const |
| 316 | { |
| 317 | const float* vertices = (const float*) mesh->vertexPtr(0,itime); |
| 318 | const vfloat4 v0 = vfloat4::loadu(vertices + v0_[i]); |
| 319 | const vfloat4 v1 = vfloat4::loadu(vertices + v1_[i]); |
| 320 | const vfloat4 v2 = vfloat4::loadu(vertices + v2_[i]); |
| 321 | return { v0, v1, v2 }; |
| 322 | } |
| 323 | |
| 324 | #endif |
| 325 | |
| 326 | /* Gather the triangles */ |
| 327 | __forceinline void gather(Vec3vf<M>& p0, Vec3vf<M>& p1, Vec3vf<M>& p2, const Scene* const scene) const; |
| 328 | |
| 329 | template<int K> |
| 330 | #if defined(__INTEL_COMPILER) && (__INTEL_COMPILER < 2000) // workaround for compiler bug in ICC 2019 |
| 331 | __noinline |
| 332 | #else |
| 333 | __forceinline |
| 334 | #endif |
| 335 | void gather(const vbool<K>& valid, |
| 336 | Vec3vf<K>& p0, |
| 337 | Vec3vf<K>& p1, |
| 338 | Vec3vf<K>& p2, |
| 339 | const size_t index, |
| 340 | const Scene* const scene, |
| 341 | const vfloat<K>& time) const |
| 342 | { |
| 343 | const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(index)); |
| 344 | |
| 345 | vfloat<K> ftime; |
| 346 | const vint<K> itime = mesh->timeSegment<K>(time, ftime); |
| 347 | |
| 348 | const size_t first = bsf(movemask(valid)); |
| 349 | if (likely(all(valid,itime[first] == itime))) |
| 350 | { |
| 351 | p0 = getVertex<0>(index, scene, itime[first], ftime); |
| 352 | p1 = getVertex<1>(index, scene, itime[first], ftime); |
| 353 | p2 = getVertex<2>(index, scene, itime[first], ftime); |
| 354 | } else { |
| 355 | p0 = getVertex<0,K>(valid, index, scene, itime, ftime); |
| 356 | p1 = getVertex<1,K>(valid, index, scene, itime, ftime); |
| 357 | p2 = getVertex<2,K>(valid, index, scene, itime, ftime); |
| 358 | } |
| 359 | } |
| 360 | |
| 361 | __forceinline void gather(Vec3vf<M>& p0, |
| 362 | Vec3vf<M>& p1, |
| 363 | Vec3vf<M>& p2, |
| 364 | const TriangleMesh* mesh, |
| 365 | const Scene *const scene, |
| 366 | const int itime) const; |
| 367 | |
| 368 | __forceinline void gather(Vec3vf<M>& p0, |
| 369 | Vec3vf<M>& p1, |
| 370 | Vec3vf<M>& p2, |
| 371 | const Scene *const scene, |
| 372 | const float time) const; |
| 373 | |
| 374 | |
| 375 | #if !defined(EMBREE_COMPACT_POLYS) |
| 376 | template<int N> const vuint<M>& getVertexOffset() const; |
| 377 | #endif |
| 378 | }; |
| 379 | |
| 380 | #if !defined(EMBREE_COMPACT_POLYS) |
| 381 | template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<0>() const { return v0_; } |
| 382 | template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<1>() const { return v1_; } |
| 383 | template<> template<> __forceinline const vuint<4>& TriangleMi<4>::getVertexOffset<2>() const { return v2_; } |
| 384 | #endif |
| 385 | |
| 386 | template<> |
| 387 | __forceinline void TriangleMi<4>::gather(Vec3vf4& p0, |
| 388 | Vec3vf4& p1, |
| 389 | Vec3vf4& p2, |
| 390 | const Scene* const scene) const |
| 391 | { |
| 392 | const Triangle tri0 = loadTriangle(0,scene); |
| 393 | const Triangle tri1 = loadTriangle(1,scene); |
| 394 | const Triangle tri2 = loadTriangle(2,scene); |
| 395 | const Triangle tri3 = loadTriangle(3,scene); |
| 396 | transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z); |
| 397 | transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z); |
| 398 | transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z); |
| 399 | } |
| 400 | |
| 401 | template<> |
| 402 | __forceinline void TriangleMi<4>::gather(Vec3vf4& p0, |
| 403 | Vec3vf4& p1, |
| 404 | Vec3vf4& p2, |
| 405 | const TriangleMesh* mesh, |
| 406 | const Scene *const scene, |
| 407 | const int itime) const |
| 408 | { |
| 409 | const Triangle tri0 = loadTriangle(0,itime,mesh); |
| 410 | const Triangle tri1 = loadTriangle(1,itime,mesh); |
| 411 | const Triangle tri2 = loadTriangle(2,itime,mesh); |
| 412 | const Triangle tri3 = loadTriangle(3,itime,mesh); |
| 413 | transpose(tri0.v0,tri1.v0,tri2.v0,tri3.v0,p0.x,p0.y,p0.z); |
| 414 | transpose(tri0.v1,tri1.v1,tri2.v1,tri3.v1,p1.x,p1.y,p1.z); |
| 415 | transpose(tri0.v2,tri1.v2,tri2.v2,tri3.v2,p2.x,p2.y,p2.z); |
| 416 | } |
| 417 | |
| 418 | template<> |
| 419 | __forceinline void TriangleMi<4>::gather(Vec3vf4& p0, |
| 420 | Vec3vf4& p1, |
| 421 | Vec3vf4& p2, |
| 422 | const Scene *const scene, |
| 423 | const float time) const |
| 424 | { |
| 425 | const TriangleMesh* mesh = scene->get<TriangleMesh>(geomID(0)); // in mblur mode all geometries are identical |
| 426 | |
| 427 | float ftime; |
| 428 | const int itime = mesh->timeSegment(time, ftime); |
| 429 | |
| 430 | Vec3vf4 a0,a1,a2; gather(a0,a1,a2,mesh,scene,itime); |
| 431 | Vec3vf4 b0,b1,b2; gather(b0,b1,b2,mesh,scene,itime+1); |
| 432 | p0 = lerp(a0,b0,vfloat4(ftime)); |
| 433 | p1 = lerp(a1,b1,vfloat4(ftime)); |
| 434 | p2 = lerp(a2,b2,vfloat4(ftime)); |
| 435 | } |
| 436 | } |
| 437 | |
| 438 | template<int M> |
| 439 | typename TriangleMi<M>::Type TriangleMi<M>::type; |
| 440 | |
| 441 | typedef TriangleMi<4> Triangle4i; |
| 442 | } |
| 443 | |