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blender/intern/cycles/kernel/geom/shader_data.h
Brecht Van Lommel 5fabbedb04 Fix Cycles assert in light sampling
There is no object transform on lights.
2022-01-31 20:45:12 +01:00

463 lines
13 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/* Functions to initialize ShaderData given.
*
* Could be from an incoming ray, intersection or sampled position. */
#pragma once
CCL_NAMESPACE_BEGIN
/* ShaderData setup from incoming ray */
#ifdef __OBJECT_MOTION__
ccl_device void shader_setup_object_transforms(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
float time)
{
if (sd->object_flag & SD_OBJECT_MOTION) {
sd->ob_tfm_motion = object_fetch_transform_motion(kg, sd->object, time);
sd->ob_itfm_motion = transform_quick_inverse(sd->ob_tfm_motion);
}
}
#endif
/* TODO: break this up if it helps reduce register pressure to load data from
* global memory as we write it to shader-data. */
ccl_device_inline void shader_setup_from_ray(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
ccl_private const Ray *ccl_restrict ray,
ccl_private const Intersection *ccl_restrict isect)
{
/* Read intersection data into shader globals.
*
* TODO: this is redundant, could potentially remove some of this from
* ShaderData but would need to ensure that it also works for shadow
* shader evaluation. */
sd->u = isect->u;
sd->v = isect->v;
sd->ray_length = isect->t;
sd->type = isect->type;
sd->object = isect->object;
sd->object_flag = kernel_tex_fetch(__object_flag, sd->object);
sd->prim = isect->prim;
sd->lamp = LAMP_NONE;
sd->flag = 0;
/* Read matrices and time. */
sd->time = ray->time;
#ifdef __OBJECT_MOTION__
shader_setup_object_transforms(kg, sd, ray->time);
#endif
/* Read ray data into shader globals. */
sd->I = -ray->D;
#ifdef __HAIR__
if (sd->type & PRIMITIVE_CURVE) {
/* curve */
curve_shader_setup(kg, sd, ray->P, ray->D, isect->t, isect->object, isect->prim);
}
else
#endif
#ifdef __POINTCLOUD__
if (sd->type & PRIMITIVE_POINT) {
/* point */
point_shader_setup(kg, sd, isect, ray);
}
else
#endif
{
if (sd->type == PRIMITIVE_TRIANGLE) {
/* static triangle */
float3 Ng = triangle_normal(kg, sd);
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
/* vectors */
sd->P = triangle_point_from_uv(kg, sd, isect->object, isect->prim, isect->u, isect->v);
sd->Ng = Ng;
sd->N = Ng;
/* smooth normal */
if (sd->shader & SHADER_SMOOTH_NORMAL)
sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
#ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
#endif
}
else {
/* motion triangle */
motion_triangle_shader_setup(
kg, sd, ray->P, ray->D, isect->t, isect->object, isect->prim, false);
}
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
/* instance transform */
object_normal_transform_auto(kg, sd, &sd->N);
object_normal_transform_auto(kg, sd, &sd->Ng);
#ifdef __DPDU__
object_dir_transform_auto(kg, sd, &sd->dPdu);
object_dir_transform_auto(kg, sd, &sd->dPdv);
#endif
}
}
sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
/* backfacing test */
bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
if (backfacing) {
sd->flag |= SD_BACKFACING;
sd->Ng = -sd->Ng;
sd->N = -sd->N;
#ifdef __DPDU__
sd->dPdu = -sd->dPdu;
sd->dPdv = -sd->dPdv;
#endif
}
#ifdef __RAY_DIFFERENTIALS__
/* differentials */
differential_transfer_compact(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, sd->ray_length);
differential_incoming_compact(&sd->dI, ray->D, ray->dD);
differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
#endif
}
/* ShaderData setup from position sampled on mesh */
ccl_device_inline void shader_setup_from_sample(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
const float3 P,
const float3 Ng,
const float3 I,
int shader,
int object,
int prim,
float u,
float v,
float t,
float time,
bool object_space,
int lamp)
{
/* vectors */
sd->P = P;
sd->N = Ng;
sd->Ng = Ng;
sd->I = I;
sd->shader = shader;
if (prim != PRIM_NONE)
sd->type = PRIMITIVE_TRIANGLE;
else if (lamp != LAMP_NONE)
sd->type = PRIMITIVE_LAMP;
else
sd->type = PRIMITIVE_NONE;
/* primitive */
sd->object = object;
sd->lamp = LAMP_NONE;
/* Currently no access to bvh prim index for strand sd->prim. */
sd->prim = prim;
sd->u = u;
sd->v = v;
sd->time = time;
sd->ray_length = t;
sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
sd->object_flag = 0;
if (sd->object != OBJECT_NONE) {
sd->object_flag |= kernel_tex_fetch(__object_flag, sd->object);
#ifdef __OBJECT_MOTION__
shader_setup_object_transforms(kg, sd, time);
#endif
/* transform into world space */
if (object_space) {
object_position_transform_auto(kg, sd, &sd->P);
object_normal_transform_auto(kg, sd, &sd->Ng);
sd->N = sd->Ng;
object_dir_transform_auto(kg, sd, &sd->I);
}
if (sd->type == PRIMITIVE_TRIANGLE) {
/* smooth normal */
if (sd->shader & SHADER_SMOOTH_NORMAL) {
sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_normal_transform_auto(kg, sd, &sd->N);
}
}
/* dPdu/dPdv */
#ifdef __DPDU__
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_dir_transform_auto(kg, sd, &sd->dPdu);
object_dir_transform_auto(kg, sd, &sd->dPdv);
}
#endif
}
else {
#ifdef __DPDU__
sd->dPdu = zero_float3();
sd->dPdv = zero_float3();
#endif
}
}
else {
if (lamp != LAMP_NONE) {
sd->lamp = lamp;
}
#ifdef __DPDU__
sd->dPdu = zero_float3();
sd->dPdv = zero_float3();
#endif
}
/* backfacing test */
if (sd->prim != PRIM_NONE) {
bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
if (backfacing) {
sd->flag |= SD_BACKFACING;
sd->Ng = -sd->Ng;
sd->N = -sd->N;
#ifdef __DPDU__
sd->dPdu = -sd->dPdu;
sd->dPdv = -sd->dPdv;
#endif
}
}
#ifdef __RAY_DIFFERENTIALS__
/* no ray differentials here yet */
sd->dP = differential3_zero();
sd->dI = differential3_zero();
sd->du = differential_zero();
sd->dv = differential_zero();
#endif
}
/* ShaderData setup for displacement */
ccl_device void shader_setup_from_displace(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
int object,
int prim,
float u,
float v)
{
float3 P, Ng, I = zero_float3();
int shader;
triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
/* force smooth shading for displacement */
shader |= SHADER_SMOOTH_NORMAL;
shader_setup_from_sample(
kg,
sd,
P,
Ng,
I,
shader,
object,
prim,
u,
v,
0.0f,
0.5f,
!(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
LAMP_NONE);
}
/* ShaderData setup for point on curve. */
ccl_device void shader_setup_from_curve(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
int object,
int prim,
int segment,
float u)
{
/* Primitive */
sd->type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_CURVE_THICK, segment);
sd->lamp = LAMP_NONE;
sd->prim = prim;
sd->u = u;
sd->v = 0.0f;
sd->time = 0.5f;
sd->ray_length = 0.0f;
/* Shader */
sd->shader = kernel_tex_fetch(__curves, prim).shader_id;
sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
/* Object */
sd->object = object;
sd->object_flag = kernel_tex_fetch(__object_flag, sd->object);
#ifdef __OBJECT_MOTION__
shader_setup_object_transforms(kg, sd, sd->time);
#endif
/* Get control points. */
KernelCurve kcurve = kernel_tex_fetch(__curves, prim);
int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(sd->type);
int k1 = k0 + 1;
int ka = max(k0 - 1, kcurve.first_key);
int kb = min(k1 + 1, kcurve.first_key + kcurve.num_keys - 1);
float4 P_curve[4];
P_curve[0] = kernel_tex_fetch(__curve_keys, ka);
P_curve[1] = kernel_tex_fetch(__curve_keys, k0);
P_curve[2] = kernel_tex_fetch(__curve_keys, k1);
P_curve[3] = kernel_tex_fetch(__curve_keys, kb);
/* Interpolate position and tangent. */
sd->P = float4_to_float3(catmull_rom_basis_derivative(P_curve, sd->u));
#ifdef __DPDU__
sd->dPdu = float4_to_float3(catmull_rom_basis_derivative(P_curve, sd->u));
#endif
/* Transform into world space */
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform_auto(kg, sd, &sd->P);
#ifdef __DPDU__
object_dir_transform_auto(kg, sd, &sd->dPdu);
#endif
}
/* No view direction, normals or bitangent. */
sd->I = zero_float3();
sd->N = zero_float3();
sd->Ng = zero_float3();
#ifdef __DPDU__
sd->dPdv = zero_float3();
#endif
/* No ray differentials currently. */
#ifdef __RAY_DIFFERENTIALS__
sd->dP = differential3_zero();
sd->dI = differential3_zero();
sd->du = differential_zero();
sd->dv = differential_zero();
#endif
}
/* ShaderData setup from ray into background */
ccl_device_inline void shader_setup_from_background(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
const float3 ray_P,
const float3 ray_D,
const float ray_time)
{
/* for NDC coordinates */
sd->ray_P = ray_P;
/* vectors */
sd->P = ray_D;
sd->N = -ray_D;
sd->Ng = -ray_D;
sd->I = -ray_D;
sd->shader = kernel_data.background.surface_shader;
sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
sd->object_flag = 0;
sd->time = ray_time;
sd->ray_length = 0.0f;
sd->object = OBJECT_NONE;
sd->lamp = LAMP_NONE;
sd->prim = PRIM_NONE;
sd->u = 0.0f;
sd->v = 0.0f;
#ifdef __DPDU__
/* dPdu/dPdv */
sd->dPdu = zero_float3();
sd->dPdv = zero_float3();
#endif
#ifdef __RAY_DIFFERENTIALS__
/* differentials */
sd->dP = differential3_zero(); /* TODO: ray->dP */
differential_incoming(&sd->dI, sd->dP);
sd->du = differential_zero();
sd->dv = differential_zero();
#endif
}
/* ShaderData setup from point inside volume */
#ifdef __VOLUME__
ccl_device_inline void shader_setup_from_volume(KernelGlobals kg,
ccl_private ShaderData *ccl_restrict sd,
ccl_private const Ray *ccl_restrict ray)
{
/* vectors */
sd->P = ray->P;
sd->N = -ray->D;
sd->Ng = -ray->D;
sd->I = -ray->D;
sd->shader = SHADER_NONE;
sd->flag = 0;
sd->object_flag = 0;
sd->time = ray->time;
sd->ray_length = 0.0f; /* todo: can we set this to some useful value? */
sd->object = OBJECT_NONE; /* todo: fill this for texture coordinates */
sd->lamp = LAMP_NONE;
sd->prim = PRIM_NONE;
sd->type = PRIMITIVE_VOLUME;
sd->u = 0.0f;
sd->v = 0.0f;
# ifdef __DPDU__
/* dPdu/dPdv */
sd->dPdu = zero_float3();
sd->dPdv = zero_float3();
# endif
# ifdef __RAY_DIFFERENTIALS__
/* differentials */
sd->dP = differential3_zero(); /* TODO ray->dD */
differential_incoming(&sd->dI, sd->dP);
sd->du = differential_zero();
sd->dv = differential_zero();
# endif
/* for NDC coordinates */
sd->ray_P = ray->P;
sd->ray_dP = ray->dP;
}
#endif /* __VOLUME__ */
CCL_NAMESPACE_END