
* 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 * Remove specific license info from outdated readme.txt, instead leave details to the source files.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
358 lines
13 KiB
C
358 lines
13 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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/* Triangle Primitive
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*
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* Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
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* ray intersection we use a precomputed triangle storage to accelerate
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* intersection at the cost of more memory usage */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Normal on triangle. */
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ccl_device_inline float3 triangle_normal(KernelGlobals kg, ccl_private ShaderData *sd)
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{
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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const float3 v0 = kernel_tex_fetch(__tri_verts, tri_vindex.w + 0);
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const float3 v1 = kernel_tex_fetch(__tri_verts, tri_vindex.w + 1);
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const float3 v2 = kernel_tex_fetch(__tri_verts, tri_vindex.w + 2);
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/* return normal */
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if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
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return normalize(cross(v2 - v0, v1 - v0));
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}
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else {
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return normalize(cross(v1 - v0, v2 - v0));
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}
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}
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/* Point and normal on triangle. */
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ccl_device_inline void triangle_point_normal(KernelGlobals kg,
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int object,
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int prim,
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float u,
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float v,
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ccl_private float3 *P,
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ccl_private float3 *Ng,
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ccl_private int *shader)
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{
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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float3 v0 = kernel_tex_fetch(__tri_verts, tri_vindex.w + 0);
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float3 v1 = kernel_tex_fetch(__tri_verts, tri_vindex.w + 1);
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float3 v2 = kernel_tex_fetch(__tri_verts, tri_vindex.w + 2);
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/* compute point */
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float t = 1.0f - u - v;
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*P = (u * v0 + v * v1 + t * v2);
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/* get object flags */
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int object_flag = kernel_tex_fetch(__object_flag, object);
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/* compute normal */
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if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
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*Ng = normalize(cross(v2 - v0, v1 - v0));
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}
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else {
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*Ng = normalize(cross(v1 - v0, v2 - v0));
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}
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/* shader`*/
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*shader = kernel_tex_fetch(__tri_shader, prim);
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}
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/* Triangle vertex locations */
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ccl_device_inline void triangle_vertices(KernelGlobals kg, int prim, float3 P[3])
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{
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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P[0] = kernel_tex_fetch(__tri_verts, tri_vindex.w + 0);
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P[1] = kernel_tex_fetch(__tri_verts, tri_vindex.w + 1);
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P[2] = kernel_tex_fetch(__tri_verts, tri_vindex.w + 2);
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}
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/* Triangle vertex locations and vertex normals */
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ccl_device_inline void triangle_vertices_and_normals(KernelGlobals kg,
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int prim,
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float3 P[3],
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float3 N[3])
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{
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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P[0] = kernel_tex_fetch(__tri_verts, tri_vindex.w + 0);
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P[1] = kernel_tex_fetch(__tri_verts, tri_vindex.w + 1);
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P[2] = kernel_tex_fetch(__tri_verts, tri_vindex.w + 2);
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N[0] = kernel_tex_fetch(__tri_vnormal, tri_vindex.x);
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N[1] = kernel_tex_fetch(__tri_vnormal, tri_vindex.y);
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N[2] = kernel_tex_fetch(__tri_vnormal, tri_vindex.z);
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}
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/* Interpolate smooth vertex normal from vertices */
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ccl_device_inline float3
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triangle_smooth_normal(KernelGlobals kg, float3 Ng, int prim, float u, float v)
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{
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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float3 n0 = kernel_tex_fetch(__tri_vnormal, tri_vindex.x);
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float3 n1 = kernel_tex_fetch(__tri_vnormal, tri_vindex.y);
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float3 n2 = kernel_tex_fetch(__tri_vnormal, tri_vindex.z);
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float3 N = safe_normalize((1.0f - u - v) * n2 + u * n0 + v * n1);
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return is_zero(N) ? Ng : N;
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}
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ccl_device_inline float3 triangle_smooth_normal_unnormalized(
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KernelGlobals kg, ccl_private const ShaderData *sd, float3 Ng, int prim, float u, float v)
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{
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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float3 n0 = kernel_tex_fetch(__tri_vnormal, tri_vindex.x);
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float3 n1 = kernel_tex_fetch(__tri_vnormal, tri_vindex.y);
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float3 n2 = kernel_tex_fetch(__tri_vnormal, tri_vindex.z);
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/* ensure that the normals are in object space */
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if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
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object_inverse_normal_transform(kg, sd, &n0);
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object_inverse_normal_transform(kg, sd, &n1);
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object_inverse_normal_transform(kg, sd, &n2);
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}
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float3 N = (1.0f - u - v) * n2 + u * n0 + v * n1;
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return is_zero(N) ? Ng : N;
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}
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/* Ray differentials on triangle */
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ccl_device_inline void triangle_dPdudv(KernelGlobals kg,
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int prim,
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ccl_private float3 *dPdu,
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ccl_private float3 *dPdv)
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{
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/* fetch triangle vertex coordinates */
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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const float3 p0 = kernel_tex_fetch(__tri_verts, tri_vindex.w + 0);
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const float3 p1 = kernel_tex_fetch(__tri_verts, tri_vindex.w + 1);
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const float3 p2 = kernel_tex_fetch(__tri_verts, tri_vindex.w + 2);
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/* compute derivatives of P w.r.t. uv */
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*dPdu = (p0 - p2);
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*dPdv = (p1 - p2);
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}
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/* Reading attributes on various triangle elements */
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ccl_device float triangle_attribute_float(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float *dx,
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ccl_private float *dy)
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{
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
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float f0, f1, f2;
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x);
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f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y);
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f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z);
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}
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else {
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const int tri = desc.offset + sd->prim * 3;
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f0 = kernel_tex_fetch(__attributes_float, tri + 0);
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f1 = kernel_tex_fetch(__attributes_float, tri + 1);
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f2 = kernel_tex_fetch(__attributes_float, tri + 2);
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}
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
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if (dy)
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*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
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#endif
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return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
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}
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else {
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = 0.0f;
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if (dy)
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*dy = 0.0f;
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#endif
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if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
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const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
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desc.offset;
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return kernel_tex_fetch(__attributes_float, offset);
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}
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else {
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return 0.0f;
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}
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}
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}
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ccl_device float2 triangle_attribute_float2(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float2 *dx,
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ccl_private float2 *dy)
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{
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
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float2 f0, f1, f2;
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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f0 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.x);
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f1 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.y);
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f2 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.z);
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}
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else {
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const int tri = desc.offset + sd->prim * 3;
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f0 = kernel_tex_fetch(__attributes_float2, tri + 0);
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f1 = kernel_tex_fetch(__attributes_float2, tri + 1);
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f2 = kernel_tex_fetch(__attributes_float2, tri + 2);
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}
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
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if (dy)
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*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
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#endif
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return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
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}
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else {
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = make_float2(0.0f, 0.0f);
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if (dy)
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*dy = make_float2(0.0f, 0.0f);
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#endif
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if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
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const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
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desc.offset;
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return kernel_tex_fetch(__attributes_float2, offset);
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}
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else {
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return make_float2(0.0f, 0.0f);
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}
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}
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}
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ccl_device float3 triangle_attribute_float3(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float3 *dx,
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ccl_private float3 *dy)
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{
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
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float3 f0, f1, f2;
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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f0 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x);
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f1 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y);
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f2 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z);
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}
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else {
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const int tri = desc.offset + sd->prim * 3;
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f0 = kernel_tex_fetch(__attributes_float3, tri + 0);
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f1 = kernel_tex_fetch(__attributes_float3, tri + 1);
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f2 = kernel_tex_fetch(__attributes_float3, tri + 2);
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}
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
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if (dy)
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*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
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#endif
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return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
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}
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else {
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = make_float3(0.0f, 0.0f, 0.0f);
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if (dy)
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*dy = make_float3(0.0f, 0.0f, 0.0f);
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#endif
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if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
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const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
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desc.offset;
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return kernel_tex_fetch(__attributes_float3, offset);
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}
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else {
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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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}
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ccl_device float4 triangle_attribute_float4(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float4 *dx,
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ccl_private float4 *dy)
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{
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER |
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ATTR_ELEMENT_CORNER_BYTE)) {
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float4 f0, f1, f2;
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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f0 = kernel_tex_fetch(__attributes_float4, desc.offset + tri_vindex.x);
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f1 = kernel_tex_fetch(__attributes_float4, desc.offset + tri_vindex.y);
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f2 = kernel_tex_fetch(__attributes_float4, desc.offset + tri_vindex.z);
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}
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else {
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const int tri = desc.offset + sd->prim * 3;
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if (desc.element == ATTR_ELEMENT_CORNER) {
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f0 = kernel_tex_fetch(__attributes_float4, tri + 0);
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f1 = kernel_tex_fetch(__attributes_float4, tri + 1);
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f2 = kernel_tex_fetch(__attributes_float4, tri + 2);
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}
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else {
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f0 = color_srgb_to_linear_v4(
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color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0)));
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f1 = color_srgb_to_linear_v4(
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color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1)));
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f2 = color_srgb_to_linear_v4(
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color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2)));
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}
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}
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
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if (dy)
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*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
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#endif
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return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
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}
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else {
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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if (dy)
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*dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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#endif
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if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
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const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
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desc.offset;
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return kernel_tex_fetch(__attributes_float4, offset);
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}
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else {
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return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
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}
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}
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}
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CCL_NAMESPACE_END
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