Cycles: fix some update issues with camera motion blur, and do some more work

for getting object motion blur ready.
This commit is contained in:
Brecht Van Lommel 2012-10-15 21:12:58 +00:00
parent 8a25e2d2b2
commit fe16b26206
19 changed files with 301 additions and 891 deletions

@ -396,6 +396,8 @@ void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override)
if(b_override)
b_cam = b_override;
Camera prevcam = *(scene->camera);
/* go back and forth one frame */
int frame = b_scene.frame_current();
@ -411,6 +413,10 @@ void BlenderSync::sync_motion(BL::SpaceView3D b_v3d, BL::Object b_override)
}
scene_frame_set(b_scene, frame);
/* tag camera for motion update */
if(scene->camera->motion_modified(prevcam))
scene->camera->tag_update();
}
CCL_NAMESPACE_END

@ -17,6 +17,7 @@
*/
#include "background.h"
#include "camera.h"
#include "film.h"
#include "../render/filter.h"
#include "graph.h"
@ -179,6 +180,11 @@ void BlenderSync::sync_integrator()
integrator->sample_clamp = get_float(cscene, "sample_clamp");
#ifdef __CAMERA_MOTION__
if(integrator->motion_blur != r.use_motion_blur()) {
scene->object_manager->tag_update(scene);
scene->camera->tag_update();
}
integrator->motion_blur = (!preview && r.use_motion_blur());
#endif

@ -31,13 +31,11 @@ set(SRC_HEADERS
kernel_globals.h
kernel_light.h
kernel_math.h
kernel_mbvh.h
kernel_montecarlo.h
kernel_object.h
kernel_passes.h
kernel_path.h
kernel_projection.h
kernel_qbvh.h
kernel_random.h
kernel_shader.h
kernel_textures.h

@ -57,7 +57,7 @@ __device_inline float3 bvh_inverse_direction(float3 dir)
__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, ray->time, OBJECT_INVERSE_TRANSFORM);
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, ray->P);
@ -75,7 +75,7 @@ __device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ray
__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, ray->time, OBJECT_TRANSFORM);
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
*t *= len(transform_direction(&tfm, 1.0f/(*idir)));
}
@ -83,6 +83,36 @@ __device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *
*idir = bvh_inverse_direction(ray->D);
}
#ifdef __OBJECT_MOTION__
__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(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;
}
__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
/* intersect two bounding boxes */
__device_inline void bvh_node_intersect(KernelGlobals *kg,
bool *traverseChild0, bool *traverseChild1,
@ -133,7 +163,7 @@ __device_inline void bvh_node_intersect(KernelGlobals *kg,
/* Sven Woop's algorithm */
__device_inline void bvh_triangle_intersect(KernelGlobals *kg, Intersection *isect,
float3 P, float3 idir, uint visibility, int object, int triAddr)
float3 P, float3 idir, uint visibility, int object, int triAddr, Transform *tfm)
{
/* compute and check intersection t-value */
float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
@ -176,7 +206,7 @@ __device_inline void bvh_triangle_intersect(KernelGlobals *kg, Intersection *ise
}
}
__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
__device_inline bool bvh_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
{
/* traversal stack in CUDA thread-local memory */
int traversalStack[BVH_STACK_SIZE];
@ -255,7 +285,7 @@ __device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const ui
/* triangle intersection */
while(primAddr < primAddr2) {
/* intersect ray against triangle */
bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr, NULL);
/* shadow ray early termination */
if(visibility == PATH_RAY_SHADOW_OPAQUE && isect->prim != ~0)
@ -268,7 +298,6 @@ __device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const ui
else {
/* instance push */
object = kernel_tex_fetch(__prim_object, -primAddr-1);
bvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax);
++stackPtr;
@ -296,6 +325,133 @@ __device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const ui
return (isect->prim != ~0);
}
#ifdef __OBJECT_MOTION__
__device_inline bool bvh_intersect_motion(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
{
/* traversal stack in CUDA thread-local memory */
int traversalStack[BVH_STACK_SIZE];
traversalStack[0] = ENTRYPOINT_SENTINEL;
/* traversal variables in registers */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* ray parameters in registers */
const float tmax = ray->t;
float3 P = ray->P;
float3 idir = bvh_inverse_direction(ray->D);
int object = ~0;
Transform ob_tfm;
isect->t = tmax;
isect->object = ~0;
isect->prim = ~0;
isect->u = 0.0f;
isect->v = 0.0f;
/* traversal loop */
do {
do
{
/* traverse internal nodes */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
{
bool traverseChild0, traverseChild1, closestChild1;
int nodeAddrChild1;
bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
&closestChild1, &nodeAddr, &nodeAddrChild1,
P, idir, isect->t, visibility, nodeAddr);
if(traverseChild0 != traverseChild1) {
/* one child was intersected */
if(traverseChild1) {
nodeAddr = nodeAddrChild1;
}
}
else {
if(!traverseChild0) {
/* neither child was intersected */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
else {
/* both children were intersected, push the farther one */
if(closestChild1) {
int tmp = nodeAddr;
nodeAddr = nodeAddrChild1;
nodeAddrChild1 = tmp;
}
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild1;
}
}
}
/* if node is leaf, fetch triangle list */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1));
int primAddr = __float_as_int(leaf.x);
if(primAddr >= 0) {
int primAddr2 = __float_as_int(leaf.y);
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
/* triangle intersection */
while(primAddr < primAddr2) {
/* intersect ray against triangle */
bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr, &ob_tfm);
/* shadow ray early termination */
if(visibility == PATH_RAY_SHADOW_OPAQUE && isect->prim != ~0)
return true;
primAddr++;
}
}
else {
/* instance push */
object = kernel_tex_fetch(__prim_object, -primAddr-1);
bvh_instance_motion_push(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax);
++stackPtr;
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
}
}
} while(nodeAddr != ENTRYPOINT_SENTINEL);
if(stackPtr >= 0) {
kernel_assert(object != ~0);
/* instance pop */
bvh_instance_motion_pop(kg, object, ray, &P, &idir, &isect->t, &ob_tfm, tmax);
object = ~0;
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return (isect->prim != ~0);
}
#endif
__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
{
#ifdef __OBJECT_MOTION__
if(kernel_data.bvh.have_motion)
return bvh_intersect_motion(kg, ray, visibility, isect);
else
#endif
return bvh_intersect(kg, ray, visibility, isect);
}
__device_inline float3 ray_offset(float3 P, float3 Ng)
{
#ifdef __INTERSECTION_REFINE__
@ -352,7 +508,7 @@ __device_inline float3 bvh_triangle_refine(KernelGlobals *kg, ShaderData *sd, co
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_itfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, ray->time, OBJECT_INVERSE_TRANSFORM);
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
#endif
P = transform_point(&tfm, P);
@ -373,7 +529,7 @@ __device_inline float3 bvh_triangle_refine(KernelGlobals *kg, ShaderData *sd, co
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_tfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, ray->time, OBJECT_TRANSFORM);
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
#endif
P = transform_point(&tfm, P);

@ -301,8 +301,13 @@ __device void triangle_light_sample(KernelGlobals *kg, int prim, int object,
#ifdef __INSTANCING__
/* instance transform */
if(ls->object >= 0) {
Transform tfm = object_fetch_transform(kg, ls->object, time, OBJECT_TRANSFORM);
Transform itfm = object_fetch_transform(kg, ls->object, time, OBJECT_INVERSE_TRANSFORM);
#ifdef __OBJECT_MOTION__
Transform itfm;
Transform tfm = object_fetch_transform_motion(kg, ls->object, time, &itfm);
#else
Transform tfm = object_fetch_transform(kg, ls->object, OBJECT_TRANSFORM);
Transform itfm = object_fetch_transform(kg, ls->object, OBJECT_INVERSE_TRANSFORM);
#endif
ls->P = transform_point(&tfm, ls->P);
ls->Ng = normalize(transform_direction_transposed(&itfm, ls->Ng));

@ -1,394 +0,0 @@
/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
CCL_NAMESPACE_BEGIN
#define MBVH_OBJECT_SENTINEL 0x76543210
#define MBVH_NODE_SIZE 8
#define MBVH_STACK_SIZE 1024
#define MBVH_RAY_STACK_SIZE 10000
typedef struct MBVHTask {
int node;
int index;
int num;
int object;
} MBVHTask;
typedef struct MVBHRay {
float3 P;
float u;
float3 idir;
float v;
float t;
int index;
int object;
float3 origP;
float3 origD;
float tmax;
} MBVHRay;
__device float3 mbvh_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;
}
__device void mbvh_instance_push(KernelGlobals *kg, int object, MBVHRay *ray)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
ray->P = transform_point(&tfm, ray->origP);
float3 dir = ray->origD;
if(ray->t != ray->tmax) dir *= ray->t;
dir = transform_direction(&tfm, dir);
ray->idir = mbvh_inverse_direction(normalize(dir));
if(ray->t != ray->tmax) ray->t = len(dir);
}
__device void mbvh_instance_pop(KernelGlobals *kg, int object, MBVHRay *ray)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
if(ray->t != ray->tmax)
ray->t = len(transform_direction(&tfm, (1.0f/(ray->idir)) * (ray->t)));
ray->P = ray->origP;
ray->idir = mbvh_inverse_direction(ray->origD);
}
/* Sven Woop's algorithm */
__device void mbvh_triangle_intersect(KernelGlobals *kg, MBVHRay *ray, int object, int triAddr)
{
float3 P = ray->P;
float3 idir = ray->idir;
/* compute and check intersection t-value */
float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*MBVH_NODE_SIZE+0);
float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*MBVH_NODE_SIZE+1);
float3 dir = 1.0f/idir;
float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
float t = Oz * invDz;
if(t > 0.0f && t < ray->t) {
/* compute and check barycentric u */
float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
float u = Ox + t*Dx;
if(u >= 0.0f) {
/* compute and check barycentric v */
float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*MBVH_NODE_SIZE+2);
float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
float v = Oy + t*Dy;
if(v >= 0.0f && u + v <= 1.0f) {
/* record intersection */
ray->index = triAddr;
ray->object = object;
ray->u = u;
ray->v = v;
ray->t = t;
}
}
}
}
__device void mbvh_node_intersect(KernelGlobals *kg, __m128 *traverseChild,
__m128 *tHit, float3 P, float3 idir, float t, int nodeAddr)
{
/* X axis */
const __m128 bminx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*MBVH_NODE_SIZE+0);
const __m128 t0x = _mm_mul_ps(_mm_sub_ps(bminx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x));
const __m128 bmaxx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*MBVH_NODE_SIZE+1);
const __m128 t1x = _mm_mul_ps(_mm_sub_ps(bmaxx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x));
__m128 tmin = _mm_max_ps(_mm_min_ps(t0x, t1x), _mm_setzero_ps());
__m128 tmax = _mm_min_ps(_mm_max_ps(t0x, t1x), _mm_set_ps1(t));
/* Y axis */
const __m128 bminy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*MBVH_NODE_SIZE+2);
const __m128 t0y = _mm_mul_ps(_mm_sub_ps(bminy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y));
const __m128 bmaxy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*MBVH_NODE_SIZE+3);
const __m128 t1y = _mm_mul_ps(_mm_sub_ps(bmaxy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y));
tmin = _mm_max_ps(_mm_min_ps(t0y, t1y), tmin);
tmax = _mm_min_ps(_mm_max_ps(t0y, t1y), tmax);
/* Z axis */
const __m128 bminz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*MBVH_NODE_SIZE+4);
const __m128 t0z = _mm_mul_ps(_mm_sub_ps(bminz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z));
const __m128 bmaxz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*MBVH_NODE_SIZE+5);
const __m128 t1z = _mm_mul_ps(_mm_sub_ps(bmaxz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z));
tmin = _mm_max_ps(_mm_min_ps(t0z, t1z), tmin);
tmax = _mm_min_ps(_mm_max_ps(t0z, t1z), tmax);
/* compare and get mask */
*traverseChild = _mm_cmple_ps(tmin, tmax);
/* get distance XXX probably wrong */
*tHit = tmin;
}
static void mbvh_sort_by_length(int id[4], float len[4])
{
for(int i = 1; i < 4; i++) {
int j = i - 1;
while(j >= 0 && len[j] > len[j+1]) {
swap(len[j], len[j+1]);
swap(id[j], id[j+1]);
j--;
}
}
}
__device void scene_intersect(KernelGlobals *kg, MBVHRay *rays, int numrays)
{
/* traversal stacks */
MBVHTask task_stack[MBVH_STACK_SIZE];
int active_ray_stacks[4][MBVH_RAY_STACK_SIZE];
int num_task, num_active[4] = {0, 0, 0, 0};
__m128i one_mm = _mm_set1_epi32(1);
/* push root node task on stack */
task_stack[0].node = kernel_data.bvh.root;
task_stack[0].index = 0;
task_stack[0].num = numrays;
task_stack[0].object = ~0;
num_task = 1;
/* push all rays in first SIMD lane */
for(int i = 0; i < numrays; i++)
active_ray_stacks[0][i] = i;
num_active[0] = numrays;
while(num_task >= 1) {
/* pop task */
MBVHTask task = task_stack[--num_task];
if(task.node == MBVH_OBJECT_SENTINEL) {
/* instance pop */
/* pop rays from stack */
num_active[task.index] -= task.num;
int ray_offset = num_active[task.index];
/* transform rays */
for(int i = 0; i < task.num; i++) {
MBVHRay *ray = &rays[active_ray_stacks[task.index][ray_offset + i]];
mbvh_instance_pop(kg, task.object, ray);
}
}
else if(task.node >= 0) {
/* inner node? */
/* pop rays from stack*/
num_active[task.index] -= task.num;
int ray_offset = num_active[task.index];
/* initialze simd values */
__m128i num_active_mm = _mm_load_si128((__m128i*)num_active);
__m128 len_mm = _mm_set_ps1(0.0f);
for(int i = 0; i < task.num; i++) {
int rayid = active_ray_stacks[task.index][ray_offset + i];
MVBHRay *ray = rays + rayid;
/* intersect 4 QBVH node children */
__m128 result;
__m128 thit;
mbvh_node_intersect(kg, &result, &thit, ray->P, ray->idir, ray->t, task.node);
/* update length for sorting */
len_mm = _mm_add_ps(len_mm, _mm_and_ps(thit, result));
/* push rays on stack */
for(int j = 0; j < 4; j++)
active_ray_stacks[j][num_active[j]] = rayid;
/* update num active */
__m128i resulti = _mm_and_si128(*((__m128i*)&result), one_mm);
num_active_mm = _mm_add_epi32(resulti, num_active_mm);
_mm_store_si128((__m128i*)num_active, num_active_mm);
}
if(num_active[0] || num_active[1] || num_active[2] || num_active[3]) {
/* load child node addresses */
float4 cnodes = kernel_tex_fetch(__bvh_nodes, task.node);
int child[4] = {
__float_as_int(cnodes.x),
__float_as_int(cnodes.y),
__float_as_int(cnodes.z),
__float_as_int(cnodes.w)};
/* sort nodes by average intersection distance */
int ids[4] = {0, 1, 2, 3};
float len[4];
_mm_store_ps(len, len_mm);
mbvh_sort_by_length(ids, len);
/* push new tasks on stack */
for(int j = 0; j < 4; j++) {
if(num_active[j]) {
int id = ids[j];
task_stack[num_task].node = child[id];
task_stack[num_task].index = id;
task_stack[num_task].num = num_active[id];
task_stack[num_task].object = task.object;
num_task++;
}
}
}
}
else {
/* fetch leaf node data */
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-task.node-1)*MBVH_NODE_SIZE+(MBVH_NODE_SIZE-2));
int triAddr = __float_as_int(leaf.x);
int triAddr2 = __float_as_int(leaf.y);
/* pop rays from stack*/
num_active[task.index] -= task.num;
int ray_offset = num_active[task.index];
/* triangles */
if(triAddr >= 0) {
int i, numq = (task.num >> 2) << 2;
/* SIMD ray leaf intersection */
for(i = 0; i < numq; i += 4) {
MBVHRay *ray4[4] = {
&rays[active_ray_stacks[task.index][ray_offset + i + 0]],
&rays[active_ray_stacks[task.index][ray_offset + i + 1]],
&rays[active_ray_stacks[task.index][ray_offset + i + 2]],
&rays[active_ray_stacks[task.index][ray_offset + i + 3]]};
/* load SoA */
while(triAddr < triAddr2) {
mbvh_triangle_intersect(ray4[0], task.object, task.node);
mbvh_triangle_intersect(ray4[1], task.object, task.node);
mbvh_triangle_intersect(ray4[2], task.object, task.node);
mbvh_triangle_intersect(ray4[3], task.object, task.node);
triAddr++;
/* some shadow ray optim could be done by setting t=0 */
}
/* store AoS */
}
/* mono ray leaf intersection */
for(; i < task.num; i++) {
MBVHRay *ray = &rays[active_ray_stacks[task.index][ray_offset + i]];
while(triAddr < triAddr2) {
mbvh_triangle_intersect(kg, ray, task.object, task.node);
triAddr++;
}
}
}
else {
/* instance push */
int object = -triAddr-1;
int node = triAddr;
/* push instance pop task */
task_stack[num_task].node = MBVH_OBJECT_SENTINEL;
task_stack[num_task].index = task.index;
task_stack[num_task].num = task.num;
task_stack[num_task].object = object;
num_task++;
num_active[task.index] += task.num;
/* push node task */
task_stack[num_task].node = node;
task_stack[num_task].index = task.index;
task_stack[num_task].num = task.num;
task_stack[num_task].object = object;
num_task++;
for(int i = 0; i < task.num; i++) {
int rayid = active_ray_stacks[task.index][ray_offset + i];
/* push on stack for last task */
active_ray_stacks[task.index][num_active[task.index]] = rayid;
num_active[task.index]++;
/* transform ray */
MBVHRay *ray = &rays[rayid];
mbvh_instance_push(kg, object, ray);
}
}
}
}
}
__device void mbvh_set_ray(MBVHRay *rays, int i, Ray *ray, float tmax)
{
MBVHRay *mray = &rays[i];
/* ray parameters in registers */
mray->P = ray->P;
mray->idir = mbvh_inverse_direction(ray->D);
mray->t = tmax;
}
__device bool mbvh_get_intersection(MVBHRay *rays, int i, Intersection *isect, float tmax)
{
MBVHRay *mray = &rays[i];
if(mray->t == tmax)
return false;
isect->t = mray->t;
isect->u = mray->u;
isect->v = mray->v;
isect->index = mray->index;
isect->object = mray->object;
return true;
}
__device bool mbvh_get_shadow(MBVHRay *rays, int i, float tmax)
{
return (rays[i].t == tmax);
}
CCL_NAMESPACE_END

@ -27,39 +27,11 @@ enum ObjectTransform {
OBJECT_DUPLI = 16
};
__device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, float time, enum ObjectTransform type)
__device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, enum ObjectTransform type)
{
Transform tfm;
#ifdef __OBJECT_MOTION__
/* if we do motion blur */
if(sd->flag & SD_OBJECT_MOTION) {
/* fetch motion transforms */
MotionTransform motion;
motion.pre.x = have_motion;
motion.pre.y = kernel_tex_fetch(__objects, offset + 1);
motion.pre.z = kernel_tex_fetch(__objects, offset + 2);
motion.pre.w = kernel_tex_fetch(__objects, offset + 3);
motion.post.x = kernel_tex_fetch(__objects, offset + 4);
motion.post.y = kernel_tex_fetch(__objects, offset + 5);
motion.post.z = kernel_tex_fetch(__objects, offset + 6);
motion.post.w = kernel_tex_fetch(__objects, offset + 7);
/* interpolate (todo: do only once per object) */
transform_motion_interpolate(&tfm, &motion, time);
/* invert */
if(type == OBJECT_INVERSE_TRANSFORM)
tfm = transform_quick_inverse(tfm);
return tfm;
}
#endif
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);
@ -68,12 +40,54 @@ __device_inline Transform object_fetch_transform(KernelGlobals *kg, int object,
return tfm;
}
#ifdef __OBJECT_MOTION__
__device_inline Transform object_fetch_transform_motion(KernelGlobals *kg, int object, float time, Transform *itfm)
{
Transform tfm;
int object_flag = kernel_tex_fetch(__object_flag, object);
/* if we do motion blur */
if(object_flag & SD_OBJECT_MOTION) {
/* fetch motion transforms */
MotionTransform motion;
int offset = object*OBJECT_SIZE + (int)OBJECT_TRANSFORM_MOTION_PRE;
motion.pre.x = kernel_tex_fetch(__objects, offset + 0);
motion.pre.y = kernel_tex_fetch(__objects, offset + 1);
motion.pre.z = kernel_tex_fetch(__objects, offset + 2);
motion.pre.w = kernel_tex_fetch(__objects, offset + 3);
motion.post.x = kernel_tex_fetch(__objects, offset + 4);
motion.post.y = kernel_tex_fetch(__objects, offset + 5);
motion.post.z = kernel_tex_fetch(__objects, offset + 6);
motion.post.w = kernel_tex_fetch(__objects, offset + 7);
transform_motion_interpolate(&tfm, &motion, time);
/* invert */
if(itfm)
*itfm = transform_quick_inverse(tfm);
}
else {
tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
if(itfm)
*itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
}
return tfm;
}
#endif
__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, TIME_INVALID, OBJECT_TRANSFORM);
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*P = transform_point(&tfm, *P);
#endif
}
@ -83,7 +97,7 @@ __device_inline void object_inverse_position_transform(KernelGlobals *kg, Shader
#ifdef __OBJECT_MOTION__
*P = transform_point(&sd->ob_itfm, *P);
#else
Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM);
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, *P);
#endif
}
@ -93,7 +107,7 @@ __device_inline void object_inverse_normal_transform(KernelGlobals *kg, ShaderDa
#ifdef __OBJECT_MOTION__
*N = normalize(transform_direction_transposed(&sd->ob_tfm, *N));
#else
Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM);
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
#endif
}
@ -103,7 +117,7 @@ __device_inline void object_normal_transform(KernelGlobals *kg, ShaderData *sd,
#ifdef __OBJECT_MOTION__
*N = normalize(transform_direction_transposed(&sd->ob_itfm, *N));
#else
Transform tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_INVERSE_TRANSFORM);
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
#endif
}
@ -113,7 +127,7 @@ __device_inline void object_dir_transform(KernelGlobals *kg, ShaderData *sd, flo
#ifdef __OBJECT_MOTION__
*D = transform_direction(&sd->ob_tfm, *D);
#else
Transform tfm = object_fetch_transform(kg, sd->object, 0.0f, OBJECT_TRANSFORM);
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*D = transform_direction(&tfm, *D);
#endif
}
@ -123,7 +137,7 @@ __device_inline float3 object_location(KernelGlobals *kg, ShaderData *sd)
#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, 0.0f, OBJECT_TRANSFORM);
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
#endif
}

@ -1,413 +0,0 @@
/*
* Adapted from code Copyright 2009-2010 NVIDIA Corporation
* Modifications Copyright 2011, Blender Foundation.
*
* 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
/*
* "Persistent while-while kernel" used in:
*
* "Understanding the Efficiency of Ray Traversal on GPUs",
* Timo Aila and Samuli Laine,
* Proc. High-Performance Graphics 2009
*/
/* bottom-most stack entry, indicating the end of traversal */
#define ENTRYPOINT_SENTINEL 0x76543210
/* 64 object BVH + 64 mesh BVH + 64 object node splitting */
#define QBVH_STACK_SIZE 192
#define QBVH_NODE_SIZE 8
#define TRI_NODE_SIZE 3
__device_inline float3 qbvh_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;
}
__device_inline void qbvh_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 = qbvh_inverse_direction(dir);
if(*t != FLT_MAX)
*t *= len;
}
__device_inline void qbvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
if(*t != FLT_MAX)
*t *= len(transform_direction(&tfm, 1.0f/(*idir)));
*P = ray->P;
*idir = qbvh_inverse_direction(ray->D);
}
#ifdef __KERNEL_CPU__
__device_inline void qbvh_node_intersect(KernelGlobals *kg, int *traverseChild,
int nodeAddrChild[4], float3 P, float3 idir, float t, int nodeAddr)
{
/* X axis */
const __m128 bminx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+0);
const __m128 t0x = _mm_mul_ps(_mm_sub_ps(bminx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x));
const __m128 bmaxx = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+1);
const __m128 t1x = _mm_mul_ps(_mm_sub_ps(bmaxx, _mm_set_ps1(P.x)), _mm_set_ps1(idir.x));
__m128 tmin = _mm_max_ps(_mm_min_ps(t0x, t1x), _mm_setzero_ps());
__m128 tmax = _mm_min_ps(_mm_max_ps(t0x, t1x), _mm_set_ps1(t));
/* Y axis */
const __m128 bminy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+2);
const __m128 t0y = _mm_mul_ps(_mm_sub_ps(bminy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y));
const __m128 bmaxy = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+3);
const __m128 t1y = _mm_mul_ps(_mm_sub_ps(bmaxy, _mm_set_ps1(P.y)), _mm_set_ps1(idir.y));
tmin = _mm_max_ps(_mm_min_ps(t0y, t1y), tmin);
tmax = _mm_min_ps(_mm_max_ps(t0y, t1y), tmax);
/* Z axis */
const __m128 bminz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+4);
const __m128 t0z = _mm_mul_ps(_mm_sub_ps(bminz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z));
const __m128 bmaxz = kernel_tex_fetch_m128(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+5);
const __m128 t1z = _mm_mul_ps(_mm_sub_ps(bmaxz, _mm_set_ps1(P.z)), _mm_set_ps1(idir.z));
tmin = _mm_max_ps(_mm_min_ps(t0z, t1z), tmin);
tmax = _mm_min_ps(_mm_max_ps(t0z, t1z), tmax);
/* compare and get mask */
*traverseChild = _mm_movemask_ps(_mm_cmple_ps(tmin, tmax));
/* get node addresses */
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+6);
nodeAddrChild[0] = __float_as_int(cnodes.x);
nodeAddrChild[1] = __float_as_int(cnodes.y);
nodeAddrChild[2] = __float_as_int(cnodes.z);
nodeAddrChild[3] = __float_as_int(cnodes.w);
}
#else
__device_inline bool qbvh_bb_intersect(float3 bmin, float3 bmax, float3 P, float3 idir, float t)
{
float t0x = (bmin.x - P.x)*idir.x;
float t1x = (bmax.x - P.x)*idir.x;
float t0y = (bmin.y - P.y)*idir.y;
float t1y = (bmax.y - P.y)*idir.y;
float t0z = (bmin.z - P.z)*idir.z;
float t1z = (bmax.z - P.z)*idir.z;
float minx = min(t0x, t1x);
float maxx = max(t0x, t1x);
float miny = min(t0y, t1y);
float maxy = max(t0y, t1y);
float minz = min(t0z, t1z);
float maxz = max(t0z, t1z);
float tmin = max4(0.0f, minx, miny, minz);
float tmax = min4(t, maxx, maxy, maxz);
return (tmin <= tmax);
}
/* intersect four bounding boxes */
__device_inline void qbvh_node_intersect(KernelGlobals *kg, int *traverseChild,
int nodeAddrChild[4], float3 P, float3 idir, float t, int nodeAddr)
{
/* fetch node data */
float4 minx = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+0);
float4 miny = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+2);
float4 minz = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+4);
float4 maxx = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+1);
float4 maxy = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+3);
float4 maxz = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+5);
/* intersect bounding boxes */
bool traverseChild0 = qbvh_bb_intersect(make_float3(minx.x, miny.x, minz.x), make_float3(maxx.x, maxy.x, maxz.x), P, idir, t);
bool traverseChild1 = qbvh_bb_intersect(make_float3(minx.y, miny.y, minz.y), make_float3(maxx.y, maxy.y, maxz.y), P, idir, t);
bool traverseChild2 = qbvh_bb_intersect(make_float3(minx.z, miny.z, minz.z), make_float3(maxx.z, maxy.z, maxz.z), P, idir, t);
bool traverseChild3 = qbvh_bb_intersect(make_float3(minx.w, miny.w, minz.w), make_float3(maxx.w, maxy.w, maxz.w), P, idir, t);
*traverseChild = 0;
if(traverseChild0) *traverseChild |= 1;
if(traverseChild1) *traverseChild |= 2;
if(traverseChild2) *traverseChild |= 4;
if(traverseChild3) *traverseChild |= 8;
/* get node addresses */
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*QBVH_NODE_SIZE+6);
nodeAddrChild[0] = __float_as_int(cnodes.x);
nodeAddrChild[1] = __float_as_int(cnodes.y);
nodeAddrChild[2] = __float_as_int(cnodes.z);
nodeAddrChild[3] = __float_as_int(cnodes.w);
}
#endif
/* Sven Woop's algorithm */
__device_inline void qbvh_triangle_intersect(KernelGlobals *kg, Intersection *isect, float3 P, float3 idir, int object, int triAddr)
{
/* compute and check intersection t-value */
float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
float3 dir = 1.0f/idir;
float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
float t = Oz * invDz;
if(t > 0.0f && t < isect->t) {
/* compute and check barycentric u */
float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
float u = Ox + t*Dx;
if(u >= 0.0f) {
/* compute and check barycentric v */
float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
float v = Oy + t*Dy;
if(v >= 0.0f && u + v <= 1.0f) {
/* record intersection */
isect->prim = triAddr;
isect->object = object;
isect->u = u;
isect->v = v;
isect->t = t;
}
}
}
}
__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const bool isshadowray, Intersection *isect)
{
/* traversal stack in CUDA thread-local memory */
int traversalStack[QBVH_STACK_SIZE];
traversalStack[0] = ENTRYPOINT_SENTINEL;
/* traversal variables in registers */
int stackPtr = 0;
int nodeAddr = kernel_data.bvh.root;
/* ray parameters in registers */
const float tmax = ray->t;
float3 P = ray->P;
float3 idir = qbvh_inverse_direction(ray->D);
int object = ~0;
isect->t = tmax;
isect->object = ~0;
isect->prim = ~0;
isect->u = 0.0f;
isect->v = 0.0f;
/* traversal loop */
do {
do
{
/* traverse internal nodes */
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
{
int traverseChild, nodeAddrChild[4];
qbvh_node_intersect(kg, &traverseChild, nodeAddrChild,
P, idir, isect->t, nodeAddr);
if(traverseChild & 1) {
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild[0];
}
if(traverseChild & 2) {
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild[1];
}
if(traverseChild & 4) {
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild[2];
}
if(traverseChild & 8) {
++stackPtr;
traversalStack[stackPtr] = nodeAddrChild[3];
}
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
/* if node is leaf, fetch triangle list */
if(nodeAddr < 0) {
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*QBVH_NODE_SIZE+(QBVH_NODE_SIZE-2));
int primAddr = __float_as_int(leaf.x);
#ifdef __INSTANCING__
if(primAddr >= 0) {
#endif
int primAddr2 = __float_as_int(leaf.y);
/* pop */
nodeAddr = traversalStack[stackPtr];
--stackPtr;
/* triangle intersection */
while(primAddr < primAddr2) {
/* intersect ray against triangle */
qbvh_triangle_intersect(kg, isect, P, idir, object, primAddr);
/* shadow ray early termination */
if(isshadowray && isect->prim != ~0)
return true;
primAddr++;
}
#ifdef __INSTANCING__
}
else {
/* instance push */
object = kernel_tex_fetch(__prim_object, -primAddr-1);
qbvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax);
++stackPtr;
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
nodeAddr = kernel_tex_fetch(__object_node, object);
}
#endif
}
} while(nodeAddr != ENTRYPOINT_SENTINEL);
#ifdef __INSTANCING__
if(stackPtr >= 0) {
kernel_assert(object != ~0);
/* instance pop */
qbvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax);
object = ~0;
nodeAddr = traversalStack[stackPtr];
--stackPtr;
}
#endif
} while(nodeAddr != ENTRYPOINT_SENTINEL);
return (isect->prim != ~0);
}
__device_inline float3 ray_offset(float3 P, float3 Ng)
{
#ifdef __INTERSECTION_REFINE__
const float epsilon_f = 1e-5f;
const int epsilon_i = 32;
float3 res;
/* x component */
if(fabsf(P.x) < epsilon_f) {
res.x = P.x + Ng.x*epsilon_f;
}
else {
uint ix = __float_as_uint(P.x);
ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i;
res.x = __uint_as_float(ix);
}
/* y component */
if(fabsf(P.y) < epsilon_f) {
res.y = P.y + Ng.y*epsilon_f;
}
else {
uint iy = __float_as_uint(P.y);
iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i;
res.y = __uint_as_float(iy);
}
/* z component */
if(fabsf(P.z) < epsilon_f) {
res.z = P.z + Ng.z*epsilon_f;
}
else {
uint iz = __float_as_uint(P.z);
iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i;
res.z = __uint_as_float(iz);
}
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_point(&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_point(&tfm, P);
}
return P;
#else
return P + D*t;
#endif
}
CCL_NAMESPACE_END

@ -67,10 +67,18 @@ __device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
sd->v = isect->v;
#endif
sd->flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);
sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
/* matrices and time */
#ifdef __OBJECT_MOTION__
sd->ob_tfm = object_fetch_transform(kg, sd->object, ray->time, OBJECT_TRANSFORM);
sd->ob_itfm = object_fetch_transform(kg, sd->object, ray->time, OBJECT_INVERSE_TRANSFORM);
if(sd->flag & SD_OBJECT_MOTION) {
sd->ob_tfm = object_fetch_transform_motion(kg, sd->object, time, &sd->ob_itfm);
}
else {
sd->ob_tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
sd->ob_itfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
}
sd->time = ray->time;
#endif
@ -87,9 +95,6 @@ __device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
if(sd->shader & SHADER_SMOOTH_NORMAL)
sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
#ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
@ -173,11 +178,20 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
}
#endif
#ifdef __OBJECT_MOTION__
sd->time = time;
sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
if(sd->object != -1)
sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
sd->ob_tfm = object_fetch_transform(kg, sd->object, time, OBJECT_TRANSFORM);
sd->ob_itfm = object_fetch_transform(kg, sd->object, time, OBJECT_INVERSE_TRANSFORM);
#ifdef __OBJECT_MOTION__
if(sd->flag & SD_OBJECT_MOTION) {
sd->ob_tfm = object_fetch_transform_motion(kg, sd->object, time, &sd->ob_itfm);
}
else {
sd->ob_tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
sd->ob_itfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
}
sd->time = time;
#endif
/* smooth normal */
@ -190,10 +204,6 @@ __device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
#endif
}
sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
if(sd->object != -1)
sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
#ifdef __DPDU__
/* dPdu/dPdv */
if(sd->prim == ~0) {

@ -201,10 +201,10 @@ __device float4 triangle_motion_vector(KernelGlobals *kg, ShaderData *sd)
* transformation was set match the world/object space of motion_pre/post */
Transform tfm;
tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM_MOTION_PRE);
tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM_MOTION_PRE);
motion_pre = transform_point(&tfm, motion_pre);
tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM_MOTION_POST);
tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM_MOTION_POST);
motion_post = transform_point(&tfm, motion_post);
float3 P;

@ -113,7 +113,6 @@ CCL_NAMESPACE_BEGIN
#endif
//#define __SOBOL_FULL_SCREEN__
//#define __QBVH__
/* Shader Evaluation */
@ -428,13 +427,6 @@ typedef struct ShaderData {
/* length of the ray being shaded */
float ray_length;
#ifdef __OBJECT_MOTION__
/* object <-> world space transformations, cached to avoid
* re-interpolating them constantly for shading */
Transform ob_tfm;
Transform ob_itfm;
#endif
#ifdef __RAY_DIFFERENTIALS__
/* differential of P. these are orthogonal to Ng, not N */
differential3 dP;
@ -453,6 +445,13 @@ typedef struct ShaderData {
float3 T;
#endif
#ifdef __OBJECT_MOTION__
/* object <-> world space transformations, cached to avoid
* re-interpolating them constantly for shading */
Transform ob_tfm;
Transform ob_itfm;
#endif
#ifdef __MULTI_CLOSURE__
/* Closure data, we store a fixed array of closures */
ShaderClosure closure[MAX_CLOSURE];
@ -632,7 +631,8 @@ typedef struct KernelBVH {
/* root node */
int root;
int attributes_map_stride;
int pad1, pad2;
int have_motion;
int pad2;
} KernelBVH;
typedef struct KernelData {

@ -19,6 +19,8 @@
#include "camera.h"
#include "scene.h"
#include "device.h"
#include "util_vector.h"
CCL_NAMESPACE_BEGIN
@ -141,7 +143,7 @@ void Camera::update()
void Camera::device_update(Device *device, DeviceScene *dscene, Scene *scene)
{
Scene::MotionType need_motion = scene->need_motion();
Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
update();
@ -274,13 +276,17 @@ bool Camera::modified(const Camera& cam)
(border_bottom == cam.border_bottom) &&
(border_top == cam.border_top) &&
(matrix == cam.matrix) &&
(motion == cam.motion) &&
(use_motion == cam.use_motion) &&
(panorama_type == cam.panorama_type) &&
(fisheye_fov == cam.fisheye_fov) &&
(fisheye_lens == cam.fisheye_lens));
}
bool Camera::motion_modified(const Camera& cam)
{
return !((motion == cam.motion) &&
(use_motion == cam.use_motion));
}
void Camera::tag_update()
{
need_update = true;

@ -103,6 +103,7 @@ public:
void device_free(Device *device, DeviceScene *dscene);
bool modified(const Camera& cam);
bool motion_modified(const Camera& cam);
void tag_update();
};

@ -723,7 +723,8 @@ void MeshManager::device_update(Device *device, DeviceScene *dscene, Scene *scen
shader->need_update_attributes = false;
#ifdef __OBJECT_MOTION__
bool motion_blur = scene->need_motion() == Scene::MOTION_BLUR;
Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
bool motion_blur = need_motion == Scene::MOTION_BLUR;
#else
bool motion_blur = false;
#endif

@ -151,7 +151,8 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
uint *object_flag = dscene->object_flag.resize(scene->objects.size());
int i = 0;
map<Mesh*, float> surface_area_map;
Scene::MotionType need_motion = scene->need_motion();
Scene::MotionType need_motion = scene->need_motion(device->info.advanced_shading);
bool have_motion = false;
foreach(Object *ob, scene->objects) {
Mesh *mesh = ob->mesh;
@ -229,6 +230,7 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
transform_motion_decompose(&decomp, &ob->motion);
memcpy(&objects[offset+8], &decomp, sizeof(float4)*8);
flag |= SD_OBJECT_MOTION;
have_motion = true;
}
else {
float4 no_motion = make_float4(FLT_MAX);
@ -253,6 +255,8 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
device->tex_alloc("__objects", dscene->objects);
device->tex_alloc("__object_flag", dscene->object_flag);
dscene->data.bvh.have_motion = have_motion;
}
void ObjectManager::device_update(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
@ -300,7 +304,8 @@ void ObjectManager::apply_static_transforms(Scene *scene, Progress& progress)
/* counter mesh users */
map<Mesh*, int> mesh_users;
#ifdef __OBJECT_MOTION__
bool motion_blur = scene->need_motion() == Scene::MOTION_BLUR;
Scene::MotionType need_motion = scene->need_motion();
bool motion_blur = need_motion == Scene::MOTION_BLUR;
#else
bool motion_blur = false;
#endif

@ -183,10 +183,10 @@ void Scene::device_update(Device *device_, Progress& progress)
device->const_copy_to("__data", &dscene.data, sizeof(dscene.data));
}
Scene::MotionType Scene::need_motion()
Scene::MotionType Scene::need_motion(bool advanced_shading)
{
if(integrator->motion_blur)
return MOTION_BLUR;
return (advanced_shading)? MOTION_BLUR: MOTION_NONE;
else if(Pass::contains(film->passes, PASS_MOTION))
return MOTION_PASS;
else

@ -194,7 +194,7 @@ public:
void need_global_attributes(AttributeRequestSet& attributes);
enum MotionType { MOTION_NONE = 0, MOTION_PASS, MOTION_BLUR };
MotionType need_motion();
MotionType need_motion(bool advanced_shading = true);
bool need_update();
bool need_reset();

@ -74,12 +74,19 @@ void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
bScreen *sc;
ScrArea *sa;
ARegion *ar;
static int recursive_check = FALSE;
/* don't do this render engine update if we're updating the scene from
* other threads doing e.g. rendering or baking jobs */
if (!BLI_thread_is_main())
return;
/* don't call this recursively for frame updates */
if(recursive_check)
return;
recursive_check = TRUE;
C = CTX_create();
CTX_data_main_set(C, bmain);
CTX_data_scene_set(C, scene);
@ -114,6 +121,8 @@ void ED_render_scene_update(Main *bmain, Scene *scene, int updated)
}
CTX_free(C);
recursive_check = FALSE;
}
void ED_render_engine_area_exit(ScrArea *sa)

@ -3600,14 +3600,14 @@ static void rna_def_scene_render_data(BlenderRNA *brna)
RNA_def_property_boolean_sdna(prop, NULL, "mode", R_MBLUR);
RNA_def_property_ui_text(prop, "Motion Blur", "Use multi-sampled 3D scene motion blur");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, NULL);
RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_Scene_glsl_update");
prop = RNA_def_property(srna, "motion_blur_samples", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "mblur_samples");
RNA_def_property_range(prop, 1, 32);
RNA_def_property_ui_text(prop, "Motion Samples", "Number of scene samples to take with motion blur");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, NULL);
RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_Scene_glsl_update");
prop = RNA_def_property(srna, "motion_blur_shutter", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "blurfac");
@ -3615,7 +3615,7 @@ static void rna_def_scene_render_data(BlenderRNA *brna)
RNA_def_property_ui_range(prop, 0.01, 2.0f, 1, 0);
RNA_def_property_ui_text(prop, "Shutter", "Time taken in frames between shutter open and close");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, NULL);
RNA_def_property_update(prop, NC_SCENE | ND_RENDER_OPTIONS, "rna_Scene_glsl_update");
/* border */
prop = RNA_def_property(srna, "use_border", PROP_BOOLEAN, PROP_NONE);