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blender/intern/cycles/kernel/geom/triangle_intersect.h
Brecht Van Lommel 9cfc7967dd Cycles: use SPDX license headers
* 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* Remove specific license info from outdated readme.txt, instead leave details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
2022-02-11 17:47:34 +01:00

159 lines
5.2 KiB
C

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2014-2022 Blender Foundation. */
/* Triangle/Ray intersections.
*
* For BVH ray intersection we use a precomputed triangle storage to accelerate
* intersection at the cost of more memory usage.
*/
#pragma once
#include "kernel/sample/lcg.h"
CCL_NAMESPACE_BEGIN
ccl_device_inline bool triangle_intersect(KernelGlobals kg,
ccl_private Intersection *isect,
float3 P,
float3 dir,
float tmax,
uint visibility,
int object,
int prim,
int prim_addr)
{
const uint tri_vindex = kernel_tex_fetch(__tri_vindex, prim).w;
const float3 tri_a = kernel_tex_fetch(__tri_verts, tri_vindex + 0),
tri_b = kernel_tex_fetch(__tri_verts, tri_vindex + 1),
tri_c = kernel_tex_fetch(__tri_verts, tri_vindex + 2);
float t, u, v;
if (ray_triangle_intersect(P, dir, tmax, tri_a, tri_b, tri_c, &u, &v, &t)) {
#ifdef __VISIBILITY_FLAG__
/* Visibility flag test. we do it here under the assumption
* that most triangles are culled by node flags.
*/
if (kernel_tex_fetch(__prim_visibility, prim_addr) & visibility)
#endif
{
isect->object = object;
isect->prim = prim;
isect->type = PRIMITIVE_TRIANGLE;
isect->u = u;
isect->v = v;
isect->t = t;
return true;
}
}
return false;
}
/* Special ray intersection routines for subsurface scattering. In that case we
* only want to intersect with primitives in the same object, and if case of
* multiple hits we pick a single random primitive as the intersection point.
* Returns whether traversal should be stopped.
*/
#ifdef __BVH_LOCAL__
ccl_device_inline bool triangle_intersect_local(KernelGlobals kg,
ccl_private LocalIntersection *local_isect,
float3 P,
float3 dir,
int object,
int prim,
int prim_addr,
float tmax,
ccl_private uint *lcg_state,
int max_hits)
{
const uint tri_vindex = kernel_tex_fetch(__tri_vindex, prim).w;
const float3 tri_a = kernel_tex_fetch(__tri_verts, tri_vindex + 0),
tri_b = kernel_tex_fetch(__tri_verts, tri_vindex + 1),
tri_c = kernel_tex_fetch(__tri_verts, tri_vindex + 2);
float t, u, v;
if (!ray_triangle_intersect(P, dir, tmax, tri_a, tri_b, tri_c, &u, &v, &t)) {
return false;
}
/* If no actual hit information is requested, just return here. */
if (max_hits == 0) {
return true;
}
int hit;
if (lcg_state) {
/* Record up to max_hits intersections. */
for (int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) {
if (local_isect->hits[i].t == t) {
return false;
}
}
local_isect->num_hits++;
if (local_isect->num_hits <= max_hits) {
hit = local_isect->num_hits - 1;
}
else {
/* reservoir sampling: if we are at the maximum number of
* hits, randomly replace element or skip it */
hit = lcg_step_uint(lcg_state) % local_isect->num_hits;
if (hit >= max_hits)
return false;
}
}
else {
/* Record closest intersection only. */
if (local_isect->num_hits && t > local_isect->hits[0].t) {
return false;
}
hit = 0;
local_isect->num_hits = 1;
}
/* Record intersection. */
ccl_private Intersection *isect = &local_isect->hits[hit];
isect->prim = prim;
isect->object = object;
isect->type = PRIMITIVE_TRIANGLE;
isect->u = u;
isect->v = v;
isect->t = t;
/* Record geometric normal. */
local_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a));
return false;
}
#endif /* __BVH_LOCAL__ */
/**
* Use the barycentric coordinates to get the intersection location
*/
ccl_device_inline float3 triangle_point_from_uv(KernelGlobals kg,
ccl_private ShaderData *sd,
const int isect_object,
const int isect_prim,
const float u,
const float v)
{
const uint tri_vindex = kernel_tex_fetch(__tri_vindex, isect_prim).w;
const packed_float3 tri_a = kernel_tex_fetch(__tri_verts, tri_vindex + 0),
tri_b = kernel_tex_fetch(__tri_verts, tri_vindex + 1),
tri_c = kernel_tex_fetch(__tri_verts, tri_vindex + 2);
float w = 1.0f - u - v;
float3 P = u * tri_a + v * tri_b + w * tri_c;
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
const Transform tfm = object_get_transform(kg, sd);
P = transform_point(&tfm, P);
}
return P;
}
CCL_NAMESPACE_END