forked from bartvdbraak/blender
414 lines
12 KiB
C
414 lines
12 KiB
C
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/*
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* Adapted from code Copyright 2009-2010 NVIDIA Corporation
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* Modifications Copyright 2011, Blender Foundation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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/*
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* "Persistent while-while kernel" used in:
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*
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* "Understanding the Efficiency of Ray Traversal on GPUs",
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* Timo Aila and Samuli Laine,
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* Proc. High-Performance Graphics 2009
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*/
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/* bottom-most stack entry, indicating the end of traversal */
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#define ENTRYPOINT_SENTINEL 0x76543210
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/* 64 object BVH + 64 mesh BVH + 64 object node splitting */
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#define QBVH_STACK_SIZE 192
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#define QBVH_NODE_SIZE 8
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#define TRI_NODE_SIZE 3
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__device_inline float3 qbvh_inverse_direction(float3 dir)
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{
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// Avoid divide by zero (ooeps = exp2f(-80.0f))
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float ooeps = 0.00000000000000000000000082718061255302767487140869206996285356581211090087890625f;
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float3 idir;
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idir.x = 1.0f/((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x));
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idir.y = 1.0f/((fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y));
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idir.z = 1.0f/((fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z));
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return idir;
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}
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__device_inline void qbvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
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{
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Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
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*P = transform(&tfm, ray->P);
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float3 dir = transform_direction(&tfm, ray->D);
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float len;
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dir = normalize_len(dir, &len);
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*idir = qbvh_inverse_direction(dir);
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if(*t != FLT_MAX)
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*t *= len;
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}
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__device_inline void qbvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
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{
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Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
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if(*t != FLT_MAX)
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*t *= len(transform_direction(&tfm, 1.0f/(*idir)));
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*P = ray->P;
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*idir = qbvh_inverse_direction(ray->D);
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}
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#ifdef __KERNEL_CPU__
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__device_inline void qbvh_node_intersect(KernelGlobals *kg, int *traverseChild,
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int nodeAddrChild[4], float3 P, float3 idir, float t, int nodeAddr)
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{
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/* X axis */
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const __m128 bminx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+0);
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const __m128 t0x = _mm_mul_ps(_mm_sub_ps(bminx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x));
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const __m128 bmaxx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+1);
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const __m128 t1x = _mm_mul_ps(_mm_sub_ps(bmaxx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x));
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__m128 tmin = _mm_max_ps(_mm_min_ps(t0x, t1x), _mm_setzero_ps());
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__m128 tmax = _mm_min_ps(_mm_max_ps(t0x, t1x), _mm_set_ps1(t));
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/* Y axis */
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const __m128 bminy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+2);
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const __m128 t0y = _mm_mul_ps(_mm_sub_ps(bminy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y));
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const __m128 bmaxy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+3);
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const __m128 t1y = _mm_mul_ps(_mm_sub_ps(bmaxy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y));
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tmin = _mm_max_ps(_mm_min_ps(t0y, t1y), tmin);
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tmax = _mm_min_ps(_mm_max_ps(t0y, t1y), tmax);
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/* Z axis */
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const __m128 bminz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+4);
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const __m128 t0z = _mm_mul_ps(_mm_sub_ps(bminz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z));
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const __m128 bmaxz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+5);
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const __m128 t1z = _mm_mul_ps(_mm_sub_ps(bmaxz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z));
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tmin = _mm_max_ps(_mm_min_ps(t0z, t1z), tmin);
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tmax = _mm_min_ps(_mm_max_ps(t0z, t1z), tmax);
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/* compare and get mask */
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*traverseChild = _mm_movemask_ps(_mm_cmple_ps(tmin, tmax));
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/* get node addresses */
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+6);
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nodeAddrChild[0] = __float_as_int(cnodes.x);
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nodeAddrChild[1] = __float_as_int(cnodes.y);
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nodeAddrChild[2] = __float_as_int(cnodes.z);
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nodeAddrChild[3] = __float_as_int(cnodes.w);
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}
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#else
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__device_inline bool qbvh_bb_intersect(float3 bmin, float3 bmax, float3 P, float3 idir, float t)
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{
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float t0x = (bmin.x - P.x)*idir.x;
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float t1x = (bmax.x - P.x)*idir.x;
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float t0y = (bmin.y - P.y)*idir.y;
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float t1y = (bmax.y - P.y)*idir.y;
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float t0z = (bmin.z - P.z)*idir.z;
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float t1z = (bmax.z - P.z)*idir.z;
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float minx = min(t0x, t1x);
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float maxx = max(t0x, t1x);
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float miny = min(t0y, t1y);
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float maxy = max(t0y, t1y);
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float minz = min(t0z, t1z);
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float maxz = max(t0z, t1z);
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float tmin = max4(0.0f, minx, miny, minz);
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float tmax = min4(t, maxx, maxy, maxz);
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return (tmin <= tmax);
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}
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/* intersect four bounding boxes */
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__device_inline void qbvh_node_intersect(KernelGlobals *kg, int *traverseChild,
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int nodeAddrChild[4], float3 P, float3 idir, float t, int nodeAddr)
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{
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/* fetch node data */
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float4 minx = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+0);
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float4 miny = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+2);
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float4 minz = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+4);
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float4 maxx = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+1);
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float4 maxy = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+3);
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float4 maxz = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+5);
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/* intersect bounding boxes */
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bool traverseChild0 = qbvh_bb_intersect(make_float3(minx.x, miny.x, minz.x), make_float3(maxx.x, maxy.x, maxz.x), P, idir, t);
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bool traverseChild1 = qbvh_bb_intersect(make_float3(minx.y, miny.y, minz.y), make_float3(maxx.y, maxy.y, maxz.y), P, idir, t);
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bool traverseChild2 = qbvh_bb_intersect(make_float3(minx.z, miny.z, minz.z), make_float3(maxx.z, maxy.z, maxz.z), P, idir, t);
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bool traverseChild3 = qbvh_bb_intersect(make_float3(minx.w, miny.w, minz.w), make_float3(maxx.w, maxy.w, maxz.w), P, idir, t);
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*traverseChild = 0;
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if(traverseChild0) *traverseChild |= 1;
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if(traverseChild1) *traverseChild |= 2;
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if(traverseChild2) *traverseChild |= 4;
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if(traverseChild3) *traverseChild |= 8;
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/* get node addresses */
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+6);
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nodeAddrChild[0] = __float_as_int(cnodes.x);
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nodeAddrChild[1] = __float_as_int(cnodes.y);
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nodeAddrChild[2] = __float_as_int(cnodes.z);
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nodeAddrChild[3] = __float_as_int(cnodes.w);
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}
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#endif
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/* Sven Woop's algorithm */
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__device_inline void qbvh_triangle_intersect(KernelGlobals *kg, Intersection *isect, float3 P, float3 idir, int object, int triAddr)
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{
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/* compute and check intersection t-value */
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float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
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float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
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float3 dir = 1.0f/idir;
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float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
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float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
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float t = Oz * invDz;
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if(t > 0.0f && t < isect->t) {
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/* compute and check barycentric u */
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float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
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float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
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float u = Ox + t*Dx;
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if(u >= 0.0f) {
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/* compute and check barycentric v */
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float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
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float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
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float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
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float v = Oy + t*Dy;
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if(v >= 0.0f && u + v <= 1.0f) {
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/* record intersection */
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isect->prim = triAddr;
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isect->object = object;
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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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}
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}
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}
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}
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__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const bool isshadowray, Intersection *isect)
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{
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/* traversal stack in CUDA thread-local memory */
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int traversalStack[QBVH_STACK_SIZE];
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traversalStack[0] = ENTRYPOINT_SENTINEL;
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/* traversal variables in registers */
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int stackPtr = 0;
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int nodeAddr = kernel_data.bvh.root;
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/* ray parameters in registers */
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const float tmax = ray->t;
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float3 P = ray->P;
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float3 idir = qbvh_inverse_direction(ray->D);
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int object = ~0;
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isect->t = tmax;
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isect->object = ~0;
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isect->prim = ~0;
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isect->u = 0.0f;
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isect->v = 0.0f;
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/* traversal loop */
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do {
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do
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{
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/* traverse internal nodes */
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while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
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{
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int traverseChild, nodeAddrChild[4];
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qbvh_node_intersect(kg, &traverseChild, nodeAddrChild,
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P, idir, isect->t, nodeAddr);
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if(traverseChild & 1) {
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++stackPtr;
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traversalStack[stackPtr] = nodeAddrChild[0];
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}
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if(traverseChild & 2) {
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++stackPtr;
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traversalStack[stackPtr] = nodeAddrChild[1];
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}
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if(traverseChild & 4) {
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++stackPtr;
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traversalStack[stackPtr] = nodeAddrChild[2];
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}
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if(traverseChild & 8) {
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++stackPtr;
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traversalStack[stackPtr] = nodeAddrChild[3];
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}
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nodeAddr = traversalStack[stackPtr];
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--stackPtr;
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}
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/* if node is leaf, fetch triangle list */
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if(nodeAddr < 0) {
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float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*QBVH_NODE_SIZE+(QBVH_NODE_SIZE-2));
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int primAddr = __float_as_int(leaf.x);
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#ifdef __INSTANCING__
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if(primAddr >= 0) {
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#endif
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int primAddr2 = __float_as_int(leaf.y);
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/* pop */
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nodeAddr = traversalStack[stackPtr];
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--stackPtr;
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/* triangle intersection */
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while(primAddr < primAddr2) {
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/* intersect ray against triangle */
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qbvh_triangle_intersect(kg, isect, P, idir, object, primAddr);
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/* shadow ray early termination */
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if(isshadowray && isect->prim != ~0)
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return true;
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primAddr++;
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}
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#ifdef __INSTANCING__
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}
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else {
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/* instance push */
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object = kernel_tex_fetch(__prim_object, -primAddr-1);
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qbvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax);
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++stackPtr;
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traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
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nodeAddr = kernel_tex_fetch(__object_node, object);
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}
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#endif
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}
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} while(nodeAddr != ENTRYPOINT_SENTINEL);
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#ifdef __INSTANCING__
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if(stackPtr >= 0) {
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kernel_assert(object != ~0);
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/* instance pop */
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qbvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax);
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object = ~0;
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nodeAddr = traversalStack[stackPtr];
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--stackPtr;
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}
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#endif
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} while(nodeAddr != ENTRYPOINT_SENTINEL);
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return (isect->prim != ~0);
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}
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__device_inline float3 ray_offset(float3 P, float3 Ng)
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{
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#ifdef __INTERSECTION_REFINE__
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const float epsilon_f = 1e-5f;
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const int epsilon_i = 32;
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float3 res;
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/* x component */
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if(fabsf(P.x) < epsilon_f) {
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res.x = P.x + Ng.x*epsilon_f;
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}
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else {
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uint ix = __float_as_uint(P.x);
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ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i;
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res.x = __uint_as_float(ix);
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}
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/* y component */
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if(fabsf(P.y) < epsilon_f) {
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res.y = P.y + Ng.y*epsilon_f;
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}
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else {
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uint iy = __float_as_uint(P.y);
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iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i;
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res.y = __uint_as_float(iy);
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}
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/* z component */
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if(fabsf(P.z) < epsilon_f) {
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res.z = P.z + Ng.z*epsilon_f;
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}
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else {
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uint iz = __float_as_uint(P.z);
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iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i;
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res.z = __uint_as_float(iz);
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||
|
}
|
||
|
|
||
|
return res;
|
||
|
#else
|
||
|
const float epsilon_f = 1e-4f;
|
||
|
return P + epsilon_f*Ng;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
__device_inline float3 bvh_triangle_refine(KernelGlobals *kg, const Intersection *isect, const Ray *ray)
|
||
|
{
|
||
|
float3 P = ray->P;
|
||
|
float3 D = ray->D;
|
||
|
float t = isect->t;
|
||
|
|
||
|
#ifdef __INTERSECTION_REFINE__
|
||
|
if(isect->object != ~0) {
|
||
|
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
|
||
|
|
||
|
P = transform(&tfm, P);
|
||
|
D = transform_direction(&tfm, D*t);
|
||
|
D = normalize_len(D, &t);
|
||
|
}
|
||
|
|
||
|
P = P + D*t;
|
||
|
|
||
|
float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
|
||
|
float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
|
||
|
float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z);
|
||
|
float rt = Oz * invDz;
|
||
|
|
||
|
P = P + D*rt;
|
||
|
|
||
|
if(isect->object != ~0) {
|
||
|
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
|
||
|
P = transform(&tfm, P);
|
||
|
}
|
||
|
|
||
|
return P;
|
||
|
#else
|
||
|
return P + D*t;
|
||
|
#endif
|
||
|
}
|
||
|
|
||
|
CCL_NAMESPACE_END
|
||
|
|