blender/intern/cycles/kernel/geom/geom_object.h

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/*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
enum ObjectTransform {
OBJECT_TRANSFORM = 0,
OBJECT_TRANSFORM_MOTION_PRE = 0,
OBJECT_INVERSE_TRANSFORM = 4,
OBJECT_TRANSFORM_MOTION_POST = 4,
OBJECT_PROPERTIES = 8,
OBJECT_DUPLI = 9
};
enum ObjectVectorTransform {
OBJECT_VECTOR_MOTION_PRE = 0,
OBJECT_VECTOR_MOTION_POST = 3
};
ccl_device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, enum ObjectTransform type)
{
int offset = object*OBJECT_SIZE + (int)type;
Transform tfm;
tfm.x = kernel_tex_fetch(__objects, offset + 0);
tfm.y = kernel_tex_fetch(__objects, offset + 1);
tfm.z = kernel_tex_fetch(__objects, offset + 2);
tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
return tfm;
}
ccl_device_inline Transform object_fetch_vector_transform(KernelGlobals *kg, int object, enum ObjectVectorTransform type)
{
int offset = object*OBJECT_VECTOR_SIZE + (int)type;
Transform tfm;
tfm.x = kernel_tex_fetch(__objects_vector, offset + 0);
tfm.y = kernel_tex_fetch(__objects_vector, offset + 1);
tfm.z = kernel_tex_fetch(__objects_vector, offset + 2);
tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
return tfm;
}
#ifdef __OBJECT_MOTION__
ccl_device_inline Transform object_fetch_transform_motion(KernelGlobals *kg, int object, float time)
{
DecompMotionTransform motion;
int offset = object*OBJECT_SIZE + (int)OBJECT_TRANSFORM_MOTION_PRE;
motion.mid.x = kernel_tex_fetch(__objects, offset + 0);
motion.mid.y = kernel_tex_fetch(__objects, offset + 1);
motion.mid.z = kernel_tex_fetch(__objects, offset + 2);
motion.mid.w = kernel_tex_fetch(__objects, offset + 3);
motion.pre_x = kernel_tex_fetch(__objects, offset + 4);
motion.pre_y = kernel_tex_fetch(__objects, offset + 5);
motion.post_x = kernel_tex_fetch(__objects, offset + 6);
motion.post_y = kernel_tex_fetch(__objects, offset + 7);
Transform tfm;
transform_motion_interpolate(&tfm, &motion, time);
return tfm;
}
ccl_device_inline Transform object_fetch_transform_motion_test(KernelGlobals *kg, int object, float time, Transform *itfm)
{
int object_flag = kernel_tex_fetch(__object_flag, object);
if(object_flag & SD_OBJECT_MOTION) {
/* if we do motion blur */
Transform tfm = object_fetch_transform_motion(kg, object, time);
if(itfm)
*itfm = transform_quick_inverse(tfm);
return tfm;
}
else {
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
if(itfm)
*itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
return tfm;
}
}
#endif
ccl_device_inline void object_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P)
{
#ifdef __OBJECT_MOTION__
*P = transform_point(&sd->ob_tfm, *P);
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*P = transform_point(&tfm, *P);
#endif
}
ccl_device_inline void object_inverse_position_transform(KernelGlobals *kg, ShaderData *sd, float3 *P)
{
#ifdef __OBJECT_MOTION__
*P = transform_point(&sd->ob_itfm, *P);
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, *P);
#endif
}
ccl_device_inline void object_inverse_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N)
{
#ifdef __OBJECT_MOTION__
*N = normalize(transform_direction_transposed(&sd->ob_tfm, *N));
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
#endif
}
ccl_device_inline void object_normal_transform(KernelGlobals *kg, ShaderData *sd, float3 *N)
{
#ifdef __OBJECT_MOTION__
*N = normalize(transform_direction_transposed(&sd->ob_itfm, *N));
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
#endif
}
ccl_device_inline void object_dir_transform(KernelGlobals *kg, ShaderData *sd, float3 *D)
{
#ifdef __OBJECT_MOTION__
*D = transform_direction(&sd->ob_tfm, *D);
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*D = transform_direction(&tfm, *D);
#endif
}
ccl_device_inline void object_inverse_dir_transform(KernelGlobals *kg, ShaderData *sd, float3 *D)
{
#ifdef __OBJECT_MOTION__
*D = transform_direction(&sd->ob_itfm, *D);
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*D = transform_direction(&tfm, *D);
#endif
}
ccl_device_inline float3 object_location(KernelGlobals *kg, ShaderData *sd)
{
if(sd->object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
#ifdef __OBJECT_MOTION__
return make_float3(sd->ob_tfm.x.w, sd->ob_tfm.y.w, sd->ob_tfm.z.w);
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
#endif
}
ccl_device_inline float object_surface_area(KernelGlobals *kg, int object)
{
int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
float4 f = kernel_tex_fetch(__objects, offset);
return f.x;
}
ccl_device_inline float object_pass_id(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return 0.0f;
int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
float4 f = kernel_tex_fetch(__objects, offset);
return f.y;
}
ccl_device_inline float object_random_number(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return 0.0f;
int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
float4 f = kernel_tex_fetch(__objects, offset);
return f.z;
}
ccl_device_inline uint object_particle_id(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return 0.0f;
int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
float4 f = kernel_tex_fetch(__objects, offset);
return __float_as_uint(f.w);
}
ccl_device_inline float3 object_dupli_generated(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
int offset = object*OBJECT_SIZE + OBJECT_DUPLI;
float4 f = kernel_tex_fetch(__objects, offset);
return make_float3(f.x, f.y, f.z);
}
ccl_device_inline float3 object_dupli_uv(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
int offset = object*OBJECT_SIZE + OBJECT_DUPLI;
float4 f = kernel_tex_fetch(__objects, offset + 1);
return make_float3(f.x, f.y, 0.0f);
}
ccl_device_inline void object_motion_info(KernelGlobals *kg, int object, int *numsteps, int *numverts, int *numkeys)
{
int offset = object*OBJECT_SIZE + OBJECT_DUPLI;
if(numkeys) {
float4 f = kernel_tex_fetch(__objects, offset);
*numkeys = __float_as_int(f.w);
}
float4 f = kernel_tex_fetch(__objects, offset + 1);
if(numsteps)
*numsteps = __float_as_int(f.z);
if(numverts)
*numverts = __float_as_int(f.w);
}
ccl_device int shader_pass_id(KernelGlobals *kg, ShaderData *sd)
{
return kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2 + 1);
}
ccl_device_inline float particle_index(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 0);
return f.x;
}
ccl_device float particle_age(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 0);
return f.y;
}
ccl_device float particle_lifetime(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 0);
return f.z;
}
ccl_device float particle_size(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 0);
return f.w;
}
ccl_device float4 particle_rotation(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 1);
return f;
}
ccl_device float3 particle_location(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f = kernel_tex_fetch(__particles, offset + 2);
return make_float3(f.x, f.y, f.z);
}
ccl_device float3 particle_velocity(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f2 = kernel_tex_fetch(__particles, offset + 2);
float4 f3 = kernel_tex_fetch(__particles, offset + 3);
return make_float3(f2.w, f3.x, f3.y);
}
ccl_device float3 particle_angular_velocity(KernelGlobals *kg, int particle)
{
int offset = particle*PARTICLE_SIZE;
float4 f3 = kernel_tex_fetch(__particles, offset + 3);
float4 f4 = kernel_tex_fetch(__particles, offset + 4);
return make_float3(f3.z, f3.w, f4.x);
}
/* BVH */
ccl_device_inline float3 bvh_inverse_direction(float3 dir)
{
/* avoid divide by zero (ooeps = exp2f(-80.0f)) */
float ooeps = 0.00000000000000000000000082718061255302767487140869206996285356581211090087890625f;
float3 idir;
idir.x = 1.0f/((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x));
idir.y = 1.0f/((fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y));
idir.z = 1.0f/((fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z));
return idir;
}
ccl_device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, ray->P);
float3 dir = transform_direction(&tfm, ray->D);
float len;
dir = normalize_len(dir, &len);
*idir = bvh_inverse_direction(dir);
if(*t != FLT_MAX)
*t *= len;
}
ccl_device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
{
if(*t != FLT_MAX) {
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
*t *= len(transform_direction(&tfm, 1.0f/(*idir)));
}
*P = ray->P;
*idir = bvh_inverse_direction(ray->D);
}
#ifdef __OBJECT_MOTION__
ccl_device_inline void bvh_instance_motion_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, Transform *tfm, const float tmax)
{
Transform itfm;
*tfm = object_fetch_transform_motion_test(kg, object, ray->time, &itfm);
*P = transform_point(&itfm, ray->P);
float3 dir = transform_direction(&itfm, ray->D);
float len;
dir = normalize_len(dir, &len);
*idir = bvh_inverse_direction(dir);
if(*t != FLT_MAX)
*t *= len;
}
ccl_device_inline void bvh_instance_motion_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, Transform *tfm, const float tmax)
{
if(*t != FLT_MAX)
*t *= len(transform_direction(tfm, 1.0f/(*idir)));
*P = ray->P;
*idir = bvh_inverse_direction(ray->D);
}
#endif
CCL_NAMESPACE_END