
* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
164 lines
5.5 KiB
C
164 lines
5.5 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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/* Motion Triangle Primitive
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*
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* These are stored as regular triangles, plus extra positions and normals at
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* times other than the frame center. Computing the triangle vertex positions
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* or normals at a given ray time is a matter of interpolation of the two steps
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* between which the ray time lies.
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*
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* The extra positions and normals are stored as ATTR_STD_MOTION_VERTEX_POSITION
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* and ATTR_STD_MOTION_VERTEX_NORMAL mesh attributes.
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*/
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#pragma once
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CCL_NAMESPACE_BEGIN
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/**
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* Use the barycentric coordinates to get the intersection location
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*/
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ccl_device_inline float3 motion_triangle_point_from_uv(KernelGlobals kg,
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ccl_private ShaderData *sd,
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const int isect_object,
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const int isect_prim,
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const float u,
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const float v,
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float3 verts[3])
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{
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float w = 1.0f - u - v;
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float3 P = u * verts[0] + v * verts[1] + w * verts[2];
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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const Transform tfm = object_get_transform(kg, sd);
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P = transform_point(&tfm, P);
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}
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return P;
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}
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/* Ray intersection. We simply compute the vertex positions at the given ray
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* time and do a ray intersection with the resulting triangle.
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*/
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ccl_device_inline bool motion_triangle_intersect(KernelGlobals kg,
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ccl_private Intersection *isect,
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float3 P,
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float3 dir,
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float tmax,
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float time,
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uint visibility,
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int object,
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int prim,
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int prim_addr)
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{
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/* Get vertex locations for intersection. */
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float3 verts[3];
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motion_triangle_vertices(kg, object, prim, time, verts);
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/* Ray-triangle intersection, unoptimized. */
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float t, u, v;
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if (ray_triangle_intersect(P, dir, tmax, verts[0], verts[1], verts[2], &u, &v, &t)) {
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#ifdef __VISIBILITY_FLAG__
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/* Visibility flag test. we do it here under the assumption
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* that most triangles are culled by node flags.
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*/
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if (kernel_tex_fetch(__prim_visibility, prim_addr) & visibility)
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#endif
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{
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isect->t = t;
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isect->u = u;
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isect->v = v;
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isect->prim = prim;
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isect->object = object;
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isect->type = PRIMITIVE_MOTION_TRIANGLE;
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return true;
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}
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}
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return false;
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}
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/* Special ray intersection routines for local intersections. In that case we
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* only want to intersect with primitives in the same object, and if case of
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* multiple hits we pick a single random primitive as the intersection point.
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* Returns whether traversal should be stopped.
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*/
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#ifdef __BVH_LOCAL__
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ccl_device_inline bool motion_triangle_intersect_local(KernelGlobals kg,
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ccl_private LocalIntersection *local_isect,
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float3 P,
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float3 dir,
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float time,
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int object,
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int prim,
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int prim_addr,
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float tmax,
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ccl_private uint *lcg_state,
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int max_hits)
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{
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/* Get vertex locations for intersection. */
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float3 verts[3];
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motion_triangle_vertices(kg, object, prim, time, verts);
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/* Ray-triangle intersection, unoptimized. */
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float t, u, v;
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if (!ray_triangle_intersect(P, dir, tmax, verts[0], verts[1], verts[2], &u, &v, &t)) {
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return false;
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}
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/* If no actual hit information is requested, just return here. */
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if (max_hits == 0) {
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return true;
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}
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int hit;
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if (lcg_state) {
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/* Record up to max_hits intersections. */
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for (int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) {
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if (local_isect->hits[i].t == t) {
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return false;
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}
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}
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local_isect->num_hits++;
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if (local_isect->num_hits <= max_hits) {
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hit = local_isect->num_hits - 1;
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}
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else {
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/* Reservoir sampling: if we are at the maximum number of
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* hits, randomly replace element or skip it.
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*/
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hit = lcg_step_uint(lcg_state) % local_isect->num_hits;
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if (hit >= max_hits)
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return false;
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}
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}
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else {
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/* Record closest intersection only. */
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if (local_isect->num_hits && t > local_isect->hits[0].t) {
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return false;
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}
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hit = 0;
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local_isect->num_hits = 1;
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}
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/* Record intersection. */
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ccl_private Intersection *isect = &local_isect->hits[hit];
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isect->t = t;
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isect->u = u;
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isect->v = v;
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isect->prim = prim;
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isect->object = object;
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isect->type = PRIMITIVE_MOTION_TRIANGLE;
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/* Record geometric normal. */
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local_isect->Ng[hit] = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
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return false;
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}
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#endif /* __BVH_LOCAL__ */
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CCL_NAMESPACE_END
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