
Adds the code to get screen size of a point in world space, which is used for subdividing geometry to the correct level. The approximate method of treating the point as if it were directly in front of the camera is used, as panoramic projections can become very distorted near the edges of an image. This should be fine for most uses. There is also no support yet for offscreen dicing scale, though panorama cameras are often used for rendering 360° renders anyway. Fixes T49254. Differential Revision: https://developer.blender.org/D2468
244 lines
7.5 KiB
C
244 lines
7.5 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/* Primitive Utilities
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*
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* Generic functions to look up mesh, curve and volume primitive attributes for
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* shading and render passes. */
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CCL_NAMESPACE_BEGIN
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/* Generic primitive attribute reading functions */
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ccl_device_inline float primitive_attribute_float(KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc,
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float *dx, float *dy)
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{
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if(sd->type & PRIMITIVE_ALL_TRIANGLE) {
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if(subd_triangle_patch(kg, sd) == ~0)
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return triangle_attribute_float(kg, sd, desc, dx, dy);
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else
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return subd_triangle_attribute_float(kg, sd, desc, dx, dy);
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}
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#ifdef __HAIR__
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else if(sd->type & PRIMITIVE_ALL_CURVE) {
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return curve_attribute_float(kg, sd, desc, dx, dy);
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}
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#endif
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#ifdef __VOLUME__
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else if(sd->object != OBJECT_NONE && desc.element == ATTR_ELEMENT_VOXEL) {
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return volume_attribute_float(kg, sd, desc, dx, dy);
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}
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#endif
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else {
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if(dx) *dx = 0.0f;
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if(dy) *dy = 0.0f;
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return 0.0f;
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}
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}
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ccl_device_inline float3 primitive_attribute_float3(KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc,
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float3 *dx, float3 *dy)
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{
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if(sd->type & PRIMITIVE_ALL_TRIANGLE) {
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if(subd_triangle_patch(kg, sd) == ~0)
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return triangle_attribute_float3(kg, sd, desc, dx, dy);
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else
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return subd_triangle_attribute_float3(kg, sd, desc, dx, dy);
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}
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#ifdef __HAIR__
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else if(sd->type & PRIMITIVE_ALL_CURVE) {
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return curve_attribute_float3(kg, sd, desc, dx, dy);
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}
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#endif
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#ifdef __VOLUME__
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else if(sd->object != OBJECT_NONE && desc.element == ATTR_ELEMENT_VOXEL) {
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return volume_attribute_float3(kg, sd, desc, dx, dy);
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}
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#endif
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else {
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if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
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if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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/* Default UV coordinate */
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ccl_device_inline float3 primitive_uv(KernelGlobals *kg, ShaderData *sd)
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{
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const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_UV);
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if(desc.offset == ATTR_STD_NOT_FOUND)
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return make_float3(0.0f, 0.0f, 0.0f);
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float3 uv = primitive_attribute_float3(kg, sd, desc, NULL, NULL);
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uv.z = 1.0f;
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return uv;
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}
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/* Ptex coordinates */
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ccl_device bool primitive_ptex(KernelGlobals *kg, ShaderData *sd, float2 *uv, int *face_id)
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{
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/* storing ptex data as attributes is not memory efficient but simple for tests */
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const AttributeDescriptor desc_face_id = find_attribute(kg, sd, ATTR_STD_PTEX_FACE_ID);
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const AttributeDescriptor desc_uv = find_attribute(kg, sd, ATTR_STD_PTEX_UV);
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if(desc_face_id.offset == ATTR_STD_NOT_FOUND || desc_uv.offset == ATTR_STD_NOT_FOUND)
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return false;
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float3 uv3 = primitive_attribute_float3(kg, sd, desc_uv, NULL, NULL);
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float face_id_f = primitive_attribute_float(kg, sd, desc_face_id, NULL, NULL);
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*uv = make_float2(uv3.x, uv3.y);
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*face_id = (int)face_id_f;
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return true;
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}
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/* Surface tangent */
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ccl_device float3 primitive_tangent(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __HAIR__
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if(sd->type & PRIMITIVE_ALL_CURVE)
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# ifdef __DPDU__
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return normalize(sd->dPdu);
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# else
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return make_float3(0.0f, 0.0f, 0.0f);
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# endif
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#endif
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/* try to create spherical tangent from generated coordinates */
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const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED);
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if(desc.offset != ATTR_STD_NOT_FOUND) {
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float3 data = primitive_attribute_float3(kg, sd, desc, NULL, NULL);
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data = make_float3(-(data.y - 0.5f), (data.x - 0.5f), 0.0f);
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object_normal_transform(kg, sd, &data);
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return cross(sd->N, normalize(cross(data, sd->N)));
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}
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else {
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/* otherwise use surface derivatives */
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#ifdef __DPDU__
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return normalize(sd->dPdu);
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#else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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}
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/* Motion vector for motion pass */
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ccl_device_inline float4 primitive_motion_vector(KernelGlobals *kg, ShaderData *sd)
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{
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/* center position */
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float3 center;
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#ifdef __HAIR__
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bool is_curve_primitive = sd->type & PRIMITIVE_ALL_CURVE;
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if(is_curve_primitive) {
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center = curve_motion_center_location(kg, sd);
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if(!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_position_transform(kg, sd, ¢er);
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}
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}
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else
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#endif
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center = sd->P;
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float3 motion_pre = center, motion_post = center;
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/* deformation motion */
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AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_MOTION_VERTEX_POSITION);
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if(desc.offset != ATTR_STD_NOT_FOUND) {
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/* get motion info */
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int numverts, numkeys;
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object_motion_info(kg, sd->object, NULL, &numverts, &numkeys);
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/* lookup attributes */
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motion_pre = primitive_attribute_float3(kg, sd, desc, NULL, NULL);
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desc.offset += (sd->type & PRIMITIVE_ALL_TRIANGLE)? numverts: numkeys;
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motion_post = primitive_attribute_float3(kg, sd, desc, NULL, NULL);
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#ifdef __HAIR__
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if(is_curve_primitive && (sd->object_flag & SD_OBJECT_HAS_VERTEX_MOTION) == 0) {
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object_position_transform(kg, sd, &motion_pre);
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object_position_transform(kg, sd, &motion_post);
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}
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#endif
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}
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/* object motion. note that depending on the mesh having motion vectors, this
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* transformation was set match the world/object space of motion_pre/post */
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Transform tfm;
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tfm = object_fetch_vector_transform(kg, sd->object, OBJECT_VECTOR_MOTION_PRE);
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motion_pre = transform_point(&tfm, motion_pre);
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tfm = object_fetch_vector_transform(kg, sd->object, OBJECT_VECTOR_MOTION_POST);
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motion_post = transform_point(&tfm, motion_post);
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float3 motion_center;
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/* camera motion, for perspective/orthographic motion.pre/post will be a
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* world-to-raster matrix, for panorama it's world-to-camera */
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if(kernel_data.cam.type != CAMERA_PANORAMA) {
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tfm = kernel_data.cam.worldtoraster;
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motion_center = transform_perspective(&tfm, center);
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tfm = kernel_data.cam.motion.pre;
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motion_pre = transform_perspective(&tfm, motion_pre);
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tfm = kernel_data.cam.motion.post;
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motion_post = transform_perspective(&tfm, motion_post);
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}
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else {
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tfm = kernel_data.cam.worldtocamera;
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motion_center = normalize(transform_point(&tfm, center));
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motion_center = float2_to_float3(direction_to_panorama(&kernel_data.cam, motion_center));
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motion_center.x *= kernel_data.cam.width;
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motion_center.y *= kernel_data.cam.height;
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tfm = kernel_data.cam.motion.pre;
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motion_pre = normalize(transform_point(&tfm, motion_pre));
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motion_pre = float2_to_float3(direction_to_panorama(&kernel_data.cam, motion_pre));
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motion_pre.x *= kernel_data.cam.width;
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motion_pre.y *= kernel_data.cam.height;
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tfm = kernel_data.cam.motion.post;
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motion_post = normalize(transform_point(&tfm, motion_post));
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motion_post = float2_to_float3(direction_to_panorama(&kernel_data.cam, motion_post));
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motion_post.x *= kernel_data.cam.width;
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motion_post.y *= kernel_data.cam.height;
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}
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motion_pre = motion_pre - motion_center;
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motion_post = motion_center - motion_post;
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return make_float4(motion_pre.x, motion_pre.y, motion_post.x, motion_post.y);
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}
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CCL_NAMESPACE_END
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