Cycles: Cleanup, code style and comments
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@ -22,63 +22,60 @@ CCL_NAMESPACE_BEGIN
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/* Ray Intersection */
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ccl_device bool ray_sphere_intersect(
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float3 ray_P, float3 ray_D, float ray_t,
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float3 sphere_P, float sphere_radius,
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float3 *isect_P, float *isect_t)
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float3 ray_P, float3 ray_D, float ray_t,
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float3 sphere_P, float sphere_radius,
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float3 *isect_P, float *isect_t)
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{
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float3 d = sphere_P - ray_P;
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float radiussq = sphere_radius*sphere_radius;
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float tsq = dot(d, d);
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const float3 d = sphere_P - ray_P;
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const float radiussq = sphere_radius*sphere_radius;
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const float tsq = dot(d, d);
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if(tsq > radiussq) { /* ray origin outside sphere */
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float tp = dot(d, ray_D);
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if(tp < 0.0f) /* dir points away from sphere */
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if(tsq > radiussq) {
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/* Ray origin outside sphere. */
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const float tp = dot(d, ray_D);
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if(tp < 0.0f) {
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/* Ray points away from sphere. */
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return false;
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float dsq = tsq - tp*tp; /* pythagoras */
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if(dsq > radiussq) /* closest point on ray outside sphere */
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}
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const float dsq = tsq - tp*tp; /* pythagoras */
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if(dsq > radiussq) {
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/* Closest point on ray outside sphere. */
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return false;
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float t = tp - sqrtf(radiussq - dsq); /* pythagoras */
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}
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const float t = tp - sqrtf(radiussq - dsq); /* pythagoras */
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if(t < ray_t) {
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*isect_t = t;
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*isect_P = ray_P + ray_D*t;
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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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ccl_device bool ray_aligned_disk_intersect(
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float3 ray_P, float3 ray_D, float ray_t,
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float3 disk_P, float disk_radius,
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float3 *isect_P, float *isect_t)
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float3 ray_P, float3 ray_D, float ray_t,
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float3 disk_P, float disk_radius,
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float3 *isect_P, float *isect_t)
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{
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/* aligned disk normal */
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/* Aligned disk normal. */
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float disk_t;
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float3 disk_N = normalize_len(ray_P - disk_P, &disk_t);
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float div = dot(ray_D, disk_N);
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if(UNLIKELY(div == 0.0f))
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const float3 disk_N = normalize_len(ray_P - disk_P, &disk_t);
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const float div = dot(ray_D, disk_N);
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if(UNLIKELY(div == 0.0f)) {
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return false;
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/* compute t to intersection point */
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float t = -disk_t/div;
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if(t < 0.0f || t > ray_t)
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}
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/* Compute t to intersection point. */
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const float t = -disk_t/div;
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if(t < 0.0f || t > ray_t) {
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return false;
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/* test if within radius */
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}
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/* Test if within radius. */
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float3 P = ray_P + ray_D*t;
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if(len_squared(P - disk_P) > disk_radius*disk_radius)
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if(len_squared(P - disk_P) > disk_radius*disk_radius) {
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return false;
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}
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*isect_P = P;
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*isect_t = t;
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return true;
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}
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@ -87,69 +84,72 @@ ccl_device_inline bool ray_triangle_intersect_uv(
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float3 v0, float3 v1, float3 v2,
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float *isect_u, float *isect_v, float *isect_t)
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{
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/* Calculate intersection */
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float3 e1 = v1 - v0;
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float3 e2 = v2 - v0;
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float3 s1 = cross(ray_D, e2);
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/* Calculate intersection. */
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const float3 e1 = v1 - v0;
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const float3 e2 = v2 - v0;
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const float3 s1 = cross(ray_D, e2);
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const float divisor = dot(s1, e1);
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if(UNLIKELY(divisor == 0.0f))
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if(UNLIKELY(divisor == 0.0f)) {
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return false;
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}
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const float inv_divisor = 1.0f/divisor;
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const float invdivisor = 1.0f/divisor;
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/* compute first barycentric coordinate */
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/* Compute first barycentric coordinate. */
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const float3 d = ray_P - v0;
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const float u = dot(d, s1)*invdivisor;
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if(u < 0.0f)
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const float u = dot(d, s1)*inv_divisor;
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if(u < 0.0f) {
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return false;
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/* Compute second barycentric coordinate */
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}
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/* Compute second barycentric coordinate. */
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const float3 s2 = cross(d, e1);
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const float v = dot(ray_D, s2)*invdivisor;
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if(v < 0.0f)
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const float v = dot(ray_D, s2)*inv_divisor;
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if(v < 0.0f) {
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return false;
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}
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const float b0 = 1.0f - u - v;
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if(b0 < 0.0f)
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if(b0 < 0.0f) {
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return false;
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/* compute t to intersection point */
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const float t = dot(e2, s2)*invdivisor;
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if(t < 0.0f || t > ray_t)
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}
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/* Compute distance to intersection point. */
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const float t = dot(e2, s2)*inv_divisor;
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if(t < 0.0f || t > ray_t) {
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return false;
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}
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*isect_u = u;
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*isect_v = v;
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*isect_t = t;
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return true;
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}
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ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D, float ray_mint, float ray_maxt,
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float3 quad_P, float3 quad_u, float3 quad_v, float3 quad_n,
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float3 *isect_P, float *isect_t, float *isect_u, float *isect_v)
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ccl_device bool ray_quad_intersect(float3 ray_P, float3 ray_D,
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float ray_mint, float ray_maxt,
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float3 quad_P,
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float3 quad_u, float3 quad_v, float3 quad_n,
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float3 *isect_P, float *isect_t,
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float *isect_u, float *isect_v)
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{
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/* Perform intersection test. */
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float t = -(dot(ray_P, quad_n) - dot(quad_P, quad_n)) / dot(ray_D, quad_n);
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if(t < ray_mint || t > ray_maxt)
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if(t < ray_mint || t > ray_maxt) {
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return false;
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float3 hit = ray_P + t*ray_D;
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float3 inplane = hit - quad_P;
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float u = dot(inplane, quad_u) / dot(quad_u, quad_u) + 0.5f;
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if(u < 0.0f || u > 1.0f)
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}
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const float3 hit = ray_P + t*ray_D;
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const float3 inplane = hit - quad_P;
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const float u = dot(inplane, quad_u) / dot(quad_u, quad_u) + 0.5f;
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if(u < 0.0f || u > 1.0f) {
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return false;
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float v = dot(inplane, quad_v) / dot(quad_v, quad_v) + 0.5f;
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if(v < 0.0f || v > 1.0f)
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}
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const float v = dot(inplane, quad_v) / dot(quad_v, quad_v) + 0.5f;
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if(v < 0.0f || v > 1.0f) {
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return false;
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if(isect_P) *isect_P = hit;
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if(isect_t) *isect_t = t;
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if(isect_u) *isect_u = u;
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if(isect_v) *isect_v = v;
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}
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/* Store the result. */
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/* TODO(sergey): Check whether we can avoid some checks here. */
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if(isect_P != NULL) *isect_P = hit;
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if(isect_t != NULL) *isect_t = t;
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if(isect_u != NULL) *isect_u = u;
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if(isect_v != NULL) *isect_v = v;
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return true;
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}
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