9cfc7967dd
* 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 * Remove specific license info from outdated readme.txt, instead leave details to the source files.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
97 lines
4.0 KiB
C
97 lines
4.0 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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/* Setup of motion triangle specific parts of ShaderData, moved into this one
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* function to more easily share computation of interpolated positions and
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* normals */
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/* return 3 triangle vertex normals */
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ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals kg,
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ccl_private ShaderData *sd,
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const float3 P,
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const float3 D,
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const float ray_t,
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const int isect_object,
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const int isect_prim,
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bool is_local)
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{
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/* Get shader. */
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sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
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/* Get motion info. */
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/* TODO(sergey): This logic is really similar to motion_triangle_vertices(),
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* can we de-duplicate something here?
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*/
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int numsteps, numverts;
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object_motion_info(kg, sd->object, &numsteps, &numverts, NULL);
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/* Figure out which steps we need to fetch and their interpolation factor. */
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int maxstep = numsteps * 2;
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int step = min((int)(sd->time * maxstep), maxstep - 1);
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float t = sd->time * maxstep - step;
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/* Find attribute. */
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int offset = intersection_find_attribute(kg, sd->object, ATTR_STD_MOTION_VERTEX_POSITION);
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kernel_assert(offset != ATTR_STD_NOT_FOUND);
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/* Fetch vertex coordinates. */
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float3 verts[3], next_verts[3];
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uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts);
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motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step + 1, next_verts);
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/* Interpolate between steps. */
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verts[0] = (1.0f - t) * verts[0] + t * next_verts[0];
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verts[1] = (1.0f - t) * verts[1] + t * next_verts[1];
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verts[2] = (1.0f - t) * verts[2] + t * next_verts[2];
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/* Compute refined position. */
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sd->P = motion_triangle_point_from_uv(kg, sd, isect_object, isect_prim, sd->u, sd->v, verts);
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/* Compute face normal. */
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float3 Ng;
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if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
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Ng = normalize(cross(verts[2] - verts[0], verts[1] - verts[0]));
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}
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else {
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Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
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}
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sd->Ng = Ng;
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sd->N = Ng;
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/* Compute derivatives of P w.r.t. uv. */
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#ifdef __DPDU__
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sd->dPdu = (verts[0] - verts[2]);
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sd->dPdv = (verts[1] - verts[2]);
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#endif
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/* Compute smooth normal. */
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if (sd->shader & SHADER_SMOOTH_NORMAL) {
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/* Find attribute. */
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int offset = intersection_find_attribute(kg, sd->object, ATTR_STD_MOTION_VERTEX_NORMAL);
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kernel_assert(offset != ATTR_STD_NOT_FOUND);
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/* Fetch vertex coordinates. */
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float3 normals[3], next_normals[3];
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motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step, normals);
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motion_triangle_normals_for_step(
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kg, tri_vindex, offset, numverts, numsteps, step + 1, next_normals);
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/* Interpolate between steps. */
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normals[0] = (1.0f - t) * normals[0] + t * next_normals[0];
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normals[1] = (1.0f - t) * normals[1] + t * next_normals[1];
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normals[2] = (1.0f - t) * normals[2] + t * next_normals[2];
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/* Interpolate between vertices. */
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float u = sd->u;
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float v = sd->v;
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float w = 1.0f - u - v;
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sd->N = (u * normals[0] + v * normals[1] + w * normals[2]);
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}
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}
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CCL_NAMESPACE_END
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