2011-04-27 11:58:34 +00:00
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/*
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2016-09-29 08:11:40 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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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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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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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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2014-03-29 12:03:45 +00:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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*/
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2012-09-05 17:08:56 +00:00
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2014-03-29 12:03:48 +00:00
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/* Triangle Primitive
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*
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2014-12-15 16:18:01 +00:00
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* Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
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* ray intersection we use a precomputed triangle storage to accelerate
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* intersection at the cost of more memory usage */
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2014-03-29 12:03:48 +00:00
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_BEGIN
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2014-06-13 19:27:21 +00:00
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/* normal on triangle */
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2014-07-23 06:54:49 +00:00
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ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd)
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2014-06-13 19:27:21 +00:00
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{
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2019-04-17 04:17:24 +00:00
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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const float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
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const float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
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const float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
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/* return normal */
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if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
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return normalize(cross(v2 - v0, v1 - v0));
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}
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else {
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return normalize(cross(v1 - v0, v2 - v0));
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}
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2014-06-13 19:27:21 +00:00
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}
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2014-03-29 12:03:45 +00:00
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/* point and normal on triangle */
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2019-04-17 04:17:24 +00:00
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ccl_device_inline void triangle_point_normal(
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KernelGlobals *kg, int object, int prim, float u, float v, float3 *P, float3 *Ng, int *shader)
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2011-04-27 11:58:34 +00:00
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{
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2019-04-17 04:17:24 +00:00
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
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float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
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float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
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/* compute point */
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float t = 1.0f - u - v;
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*P = (u * v0 + v * v1 + t * v2);
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/* get object flags */
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int object_flag = kernel_tex_fetch(__object_flag, object);
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/* compute normal */
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if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
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*Ng = normalize(cross(v2 - v0, v1 - v0));
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}
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else {
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*Ng = normalize(cross(v1 - v0, v2 - v0));
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}
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/* shader`*/
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*shader = kernel_tex_fetch(__tri_shader, prim);
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2011-04-27 11:58:34 +00:00
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}
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2014-03-29 12:03:48 +00:00
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/* Triangle vertex locations */
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2014-03-29 12:03:45 +00:00
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ccl_device_inline void triangle_vertices(KernelGlobals *kg, int prim, float3 P[3])
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2012-11-03 14:32:13 +00:00
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{
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2019-04-17 04:17:24 +00:00
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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P[0] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
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P[1] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
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P[2] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
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2012-11-03 14:32:13 +00:00
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}
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2014-03-29 12:03:48 +00:00
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/* Interpolate smooth vertex normal from vertices */
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2019-04-17 04:17:24 +00:00
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ccl_device_inline float3
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triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int prim, float u, float v)
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2011-04-27 11:58:34 +00:00
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{
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2019-04-17 04:17:24 +00:00
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x));
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float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y));
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float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z));
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2011-04-27 11:58:34 +00:00
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2019-04-17 04:17:24 +00:00
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float3 N = safe_normalize((1.0f - u - v) * n2 + u * n0 + v * n1);
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2017-05-07 12:40:58 +00:00
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2019-04-17 04:17:24 +00:00
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return is_zero(N) ? Ng : N;
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2011-04-27 11:58:34 +00:00
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}
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2014-03-29 12:03:48 +00:00
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/* Ray differentials on triangle */
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2019-04-17 04:17:24 +00:00
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ccl_device_inline void triangle_dPdudv(KernelGlobals *kg,
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int prim,
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ccl_addr_space float3 *dPdu,
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ccl_addr_space float3 *dPdv)
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2011-04-27 11:58:34 +00:00
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{
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2019-04-17 04:17:24 +00:00
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/* fetch triangle vertex coordinates */
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const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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const float3 p0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0));
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const float3 p1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1));
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const float3 p2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2));
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/* compute derivatives of P w.r.t. uv */
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*dPdu = (p0 - p2);
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*dPdv = (p1 - p2);
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2011-04-27 11:58:34 +00:00
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}
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2014-03-29 12:03:48 +00:00
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/* Reading attributes on various triangle elements */
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2011-04-27 11:58:34 +00:00
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2019-04-17 04:17:24 +00:00
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ccl_device float triangle_attribute_float(
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KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy)
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2011-04-27 11:58:34 +00:00
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{
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2019-04-17 04:17:24 +00:00
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if (desc.element == ATTR_ELEMENT_FACE) {
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if (dx)
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*dx = 0.0f;
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if (dy)
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*dy = 0.0f;
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2013-01-03 12:08:54 +00:00
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2019-04-17 04:17:24 +00:00
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return kernel_tex_fetch(__attributes_float, desc.offset + sd->prim);
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}
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else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
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uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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2013-01-03 12:08:54 +00:00
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2019-04-17 04:17:24 +00:00
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float f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x);
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float f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y);
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float f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z);
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2013-01-03 12:08:54 +00:00
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#ifdef __RAY_DIFFERENTIALS__
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2019-04-17 04:17:24 +00:00
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if (dx)
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*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
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if (dy)
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*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
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2011-04-27 11:58:34 +00:00
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#endif
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2013-01-03 12:08:54 +00:00
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2019-04-17 04:17:24 +00:00
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return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
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}
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else if (desc.element == ATTR_ELEMENT_CORNER) {
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int tri = desc.offset + sd->prim * 3;
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float f0 = kernel_tex_fetch(__attributes_float, tri + 0);
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float f1 = kernel_tex_fetch(__attributes_float, tri + 1);
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float f2 = kernel_tex_fetch(__attributes_float, tri + 2);
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2013-01-03 12:08:54 +00:00
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#ifdef __RAY_DIFFERENTIALS__
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2019-04-17 04:17:24 +00:00
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if (dx)
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*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
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if (dy)
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*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
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2013-01-03 12:08:54 +00:00
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#endif
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2019-04-17 04:17:24 +00:00
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return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
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}
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else {
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if (dx)
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*dx = 0.0f;
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if (dy)
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*dy = 0.0f;
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2013-01-03 12:08:54 +00:00
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2019-04-17 04:17:24 +00:00
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return 0.0f;
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}
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2011-04-27 11:58:34 +00:00
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}
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2019-04-17 04:17:24 +00:00
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ccl_device float2 triangle_attribute_float2(KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc,
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float2 *dx,
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float2 *dy)
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2019-03-05 13:54:54 +00:00
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{
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2019-04-17 04:17:24 +00:00
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if (desc.element == ATTR_ELEMENT_FACE) {
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if (dx)
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*dx = make_float2(0.0f, 0.0f);
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if (dy)
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*dy = make_float2(0.0f, 0.0f);
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2019-03-05 13:54:54 +00:00
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2019-04-17 04:17:24 +00:00
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return kernel_tex_fetch(__attributes_float2, desc.offset + sd->prim);
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}
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else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
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uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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2019-03-05 13:54:54 +00:00
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2019-04-17 04:17:24 +00:00
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float2 f0 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.x);
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float2 f1 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.y);
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float2 f2 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.z);
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2019-03-05 13:54:54 +00:00
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#ifdef __RAY_DIFFERENTIALS__
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2019-04-17 04:17:24 +00:00
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if (dx)
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*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
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if (dy)
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*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
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2019-03-05 13:54:54 +00:00
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#endif
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2019-04-17 04:17:24 +00:00
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return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
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}
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else if (desc.element == ATTR_ELEMENT_CORNER) {
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int tri = desc.offset + sd->prim * 3;
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float2 f0, f1, f2;
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2019-03-05 13:54:54 +00:00
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2019-04-17 04:17:24 +00:00
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if (desc.element == ATTR_ELEMENT_CORNER) {
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f0 = kernel_tex_fetch(__attributes_float2, tri + 0);
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f1 = kernel_tex_fetch(__attributes_float2, tri + 1);
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f2 = kernel_tex_fetch(__attributes_float2, tri + 2);
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}
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2019-03-05 13:54:54 +00:00
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#ifdef __RAY_DIFFERENTIALS__
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2019-04-17 04:17:24 +00:00
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if (dx)
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*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
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if (dy)
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*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
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2019-03-05 13:54:54 +00:00
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#endif
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2019-04-17 04:17:24 +00:00
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return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
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}
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else {
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if (dx)
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*dx = make_float2(0.0f, 0.0f);
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if (dy)
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*dy = make_float2(0.0f, 0.0f);
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2019-03-05 13:54:54 +00:00
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2019-04-17 04:17:24 +00:00
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return make_float2(0.0f, 0.0f);
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}
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2019-03-05 13:54:54 +00:00
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}
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2019-04-17 04:17:24 +00:00
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ccl_device float3 triangle_attribute_float3(KernelGlobals *kg,
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const ShaderData *sd,
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const AttributeDescriptor desc,
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float3 *dx,
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float3 *dy)
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2011-04-27 11:58:34 +00:00
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{
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2019-04-17 04:17:24 +00:00
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if (desc.element == ATTR_ELEMENT_FACE) {
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if (dx)
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*dx = make_float3(0.0f, 0.0f, 0.0f);
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if (dy)
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*dy = make_float3(0.0f, 0.0f, 0.0f);
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return float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + sd->prim));
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}
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else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
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uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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float3 f0 = float4_to_float3(
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kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x));
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float3 f1 = float4_to_float3(
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kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y));
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float3 f2 = float4_to_float3(
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kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z));
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2012-04-30 12:49:26 +00:00
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2013-01-03 12:08:54 +00:00
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#ifdef __RAY_DIFFERENTIALS__
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2019-04-17 04:17:24 +00:00
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if (dx)
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*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
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if (dy)
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*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
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2012-12-28 14:21:30 +00:00
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#endif
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2013-01-03 12:08:54 +00:00
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2019-04-17 04:17:24 +00:00
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return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
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}
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else if (desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) {
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int tri = desc.offset + sd->prim * 3;
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|
float3 f0, f1, f2;
|
|
|
|
|
|
|
|
if (desc.element == ATTR_ELEMENT_CORNER) {
|
|
|
|
f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
|
|
|
|
f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
|
|
|
|
f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 0));
|
|
|
|
f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 1));
|
|
|
|
f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 2));
|
|
|
|
}
|
2013-01-03 12:08:54 +00:00
|
|
|
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
2019-04-17 04:17:24 +00:00
|
|
|
if (dx)
|
|
|
|
*dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
|
|
|
|
if (dy)
|
|
|
|
*dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
|
2012-12-28 14:21:30 +00:00
|
|
|
#endif
|
2012-04-30 12:49:26 +00:00
|
|
|
|
2019-04-17 04:17:24 +00:00
|
|
|
return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if (dx)
|
|
|
|
*dx = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
if (dy)
|
|
|
|
*dy = make_float3(0.0f, 0.0f, 0.0f);
|
2012-04-30 12:49:26 +00:00
|
|
|
|
2019-04-17 04:17:24 +00:00
|
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
}
|
2012-04-30 12:49:26 +00:00
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
CCL_NAMESPACE_END
|