Cycles Hair: refactoring to store curves with the index of the first key and the

number of keys in the curve, rather than curve segments with the indices of two
keys. ShaderData.segment now stores the segment number in the curve.
This commit is contained in:
Brecht Van Lommel
2013-01-03 12:09:09 +00:00
parent 57cf48e7c6
commit bf25f1ea96
26 changed files with 330 additions and 289 deletions

View File

@@ -69,25 +69,22 @@ __device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
#endif
sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
#ifdef __HAIR__
sd->curve_seg = ~0;
#endif
sd->ray_length = isect->t;
#ifdef __HAIR__
if(kernel_tex_fetch(__prim_type, isect->prim)) {
if(kernel_tex_fetch(__prim_segment, isect->prim) != ~0) {
/* Strand Shader setting*/
float4 CurSeg = kernel_tex_fetch(__curve_segments, sd->prim);
sd->shader = __float_as_int(CurSeg.z);
float4 curvedata = kernel_tex_fetch(__curves, sd->prim);
sd->curve_seg = sd->prim;
sd->prim = isect->prim;
sd->shader = __float_as_int(curvedata.z);
sd->segment = isect->segment;
float tcorr = isect->t;
if(kernel_data.curve_kernel_data.curveflags & CURVE_KN_POSTINTERSECTCORRECTION) {
tcorr = (isect->u < 0)? tcorr + sqrtf(isect->v) : tcorr - sqrtf(isect->v);
sd->ray_length = tcorr;
}
sd->P = bvh_curve_refine(kg, sd, isect, ray, tcorr);
}
else {
@@ -97,6 +94,10 @@ __device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
sd->shader = __float_as_int(Ns.w);
#ifdef __HAIR__
sd->segment = ~0;
#endif
#ifdef __UV__
sd->u = isect->u;
sd->v = isect->v;
@@ -107,7 +108,6 @@ __device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
sd->Ng = Ng;
sd->N = Ng;
/* smooth normal */
if(sd->shader & SHADER_SMOOTH_NORMAL)
sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
@@ -162,7 +162,7 @@ __device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
__device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
const float3 P, const float3 Ng, const float3 I,
int shader, int object, int prim, float u, float v, float t, float time, int curve = ~0)
int shader, int object, int prim, float u, float v, float t, float time, int segment = ~0)
{
/* vectors */
sd->P = P;
@@ -171,7 +171,7 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
sd->I = I;
sd->shader = shader;
#ifdef __HAIR__
sd->curve_seg = curve;
sd->segment = segment;
#endif
/* primitive */
@@ -215,7 +215,7 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
/* smooth normal */
#ifdef __HAIR__
if(sd->shader & SHADER_SMOOTH_NORMAL && sd->curve_seg == ~0) {
if(sd->shader & SHADER_SMOOTH_NORMAL && sd->segment == ~0) {
sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
#else
if(sd->shader & SHADER_SMOOTH_NORMAL) {
@@ -231,7 +231,7 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
#ifdef __DPDU__
/* dPdu/dPdv */
#ifdef __HAIR__
if(sd->prim == ~0 || sd->curve_seg != ~0) {
if(sd->prim == ~0 || sd->segment != ~0) {
sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
}
@@ -323,7 +323,7 @@ __device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData
#endif
sd->prim = ~0;
#ifdef __HAIR__
sd->curve_seg = ~0;
sd->segment = ~0;
#endif
#ifdef __UV__
sd->u = 0.0f;
@@ -781,14 +781,14 @@ __device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect)
int shader = 0;
#ifdef __HAIR__
if(!kernel_tex_fetch(__prim_type, isect->prim)) {
if(kernel_tex_fetch(__prim_segment, isect->prim) == ~0) {
#endif
float4 Ns = kernel_tex_fetch(__tri_normal, prim);
shader = __float_as_int(Ns.w);
#ifdef __HAIR__
}
else {
float4 str = kernel_tex_fetch(__curve_segments, prim);
float4 str = kernel_tex_fetch(__curves, prim);
shader = __float_as_int(str.z);
}
#endif