2011-04-27 11:58:34 +00:00
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/*
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2014-03-29 12:03:45 +00:00
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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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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 15:21:41 +00:00
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* Basic triangle with 3 vertices is used to represent mesh surfaces. */
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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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/* load triangle vertices */
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2014-10-08 19:57:53 +00:00
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float4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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2014-06-13 19:27:21 +00:00
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float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
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float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
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float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
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/* return normal */
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2014-08-13 10:19:12 +00:00
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if(sd->flag & SD_NEGATIVE_SCALE_APPLIED)
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return normalize(cross(v2 - v0, v1 - v0));
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else
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return normalize(cross(v1 - v0, v2 - v0));
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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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2014-08-13 10:19:12 +00:00
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ccl_device_inline void triangle_point_normal(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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/* load triangle vertices */
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2014-10-08 19:57:53 +00:00
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float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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2011-04-27 11:58:34 +00:00
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2011-05-20 12:26:01 +00:00
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float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
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float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
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float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
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2011-04-27 11:58:34 +00:00
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2014-03-29 12:03:45 +00:00
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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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2014-08-14 05:40:31 +00:00
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/* get object flags, instance-aware */
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int object_flag = kernel_tex_fetch(__object_flag, object >= 0 ? object : ~object);
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2014-06-13 19:27:21 +00:00
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/* compute normal */
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2014-08-13 10:19:12 +00:00
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if(object_flag & SD_NEGATIVE_SCALE_APPLIED)
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*Ng = normalize(cross(v2 - v0, v1 - v0));
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else
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*Ng = normalize(cross(v1 - v0, v2 - v0));
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2014-06-13 19:27:21 +00:00
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/* shader`*/
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2014-09-24 11:34:28 +00:00
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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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2014-10-08 19:57:53 +00:00
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float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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2012-11-03 14:32:13 +00:00
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P[0] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
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P[1] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
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P[2] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
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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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2014-03-29 12:03:45 +00:00
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ccl_device_inline float3 triangle_smooth_normal(KernelGlobals *kg, 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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/* load triangle vertices */
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2014-10-08 19:57:53 +00:00
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float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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2011-04-27 11:58:34 +00:00
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2011-05-20 12:26:01 +00:00
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float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.x)));
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float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.y)));
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float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.z)));
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2011-04-27 11:58:34 +00:00
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return normalize((1.0f - u - v)*n2 + u*n0 + v*n1);
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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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2014-03-29 12:03:45 +00:00
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ccl_device_inline void triangle_dPdudv(KernelGlobals *kg, int prim, float3 *dPdu, float3 *dPdv)
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2011-04-27 11:58:34 +00:00
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{
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/* fetch triangle vertex coordinates */
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2014-10-08 19:57:53 +00:00
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float4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
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2011-04-27 11:58:34 +00:00
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2011-05-20 12:26:01 +00:00
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float3 p0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
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float3 p1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
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float3 p2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
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2011-04-27 11:58:34 +00:00
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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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}
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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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2013-11-15 23:17:10 +00:00
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ccl_device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
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2011-04-27 11:58:34 +00:00
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{
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2013-01-03 12:08:54 +00:00
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if(elem == ATTR_ELEMENT_FACE) {
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if(dx) *dx = 0.0f;
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if(dy) *dy = 0.0f;
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return kernel_tex_fetch(__attributes_float, offset + sd->prim);
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}
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2014-03-29 12:03:46 +00:00
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else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
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2014-10-08 19:57:53 +00:00
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float4 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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float f0 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.x));
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float f1 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.y));
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float f2 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.z));
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#ifdef __RAY_DIFFERENTIALS__
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if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
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if(dy) *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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return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
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}
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else if(elem == ATTR_ELEMENT_CORNER) {
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int tri = 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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#ifdef __RAY_DIFFERENTIALS__
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if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
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if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2;
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#endif
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return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
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2011-04-27 11:58:34 +00:00
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}
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else {
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2013-01-03 12:08:54 +00:00
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if(dx) *dx = 0.0f;
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if(dy) *dy = 0.0f;
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2011-04-27 11:58:34 +00:00
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return 0.0f;
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}
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}
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2013-11-15 23:17:10 +00:00
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ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
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2011-04-27 11:58:34 +00:00
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{
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2013-01-03 12:08:54 +00:00
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if(elem == ATTR_ELEMENT_FACE) {
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if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
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if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
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2011-04-27 11:58:34 +00:00
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2013-01-03 12:08:54 +00:00
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return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + sd->prim));
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}
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2014-03-29 12:03:46 +00:00
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else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
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2014-10-08 19:57:53 +00:00
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float4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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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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float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x)));
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float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y)));
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float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(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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if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
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if(dy) *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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return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
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2012-12-28 14:21:30 +00:00
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}
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2014-06-13 21:40:39 +00:00
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else if(elem == ATTR_ELEMENT_CORNER || elem == ATTR_ELEMENT_CORNER_BYTE) {
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2013-01-03 12:08:54 +00:00
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int tri = offset + sd->prim*3;
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2014-06-13 21:40:39 +00:00
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float3 f0, f1, f2;
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if(elem == ATTR_ELEMENT_CORNER) {
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f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
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f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
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f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2));
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}
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else {
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f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 0));
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f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 1));
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f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 2));
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}
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2013-01-03 12:08:54 +00:00
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#ifdef __RAY_DIFFERENTIALS__
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if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2;
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if(dy) *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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2012-04-30 12:49:26 +00:00
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2013-01-03 12:08:54 +00:00
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return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
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2012-05-07 10:53:09 +00:00
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}
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else {
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2013-01-03 12:08:54 +00:00
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if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
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if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
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2012-04-30 12:49:26 +00:00
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2012-12-28 14:21:30 +00:00
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return make_float3(0.0f, 0.0f, 0.0f);
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2013-01-03 12:08:54 +00:00
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}
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2012-04-30 12:49:26 +00:00
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}
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_END
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