forked from bartvdbraak/blender
274 lines
9.8 KiB
C
274 lines
9.8 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Point on triangle for Moller-Trumbore triangles */
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__device_inline float3 triangle_point_MT(KernelGlobals *kg, int tri_index, float u, float v)
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{
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/* load triangle vertices */
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float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index));
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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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/* compute point */
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float t = 1.0f - u - v;
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return (u*v0 + v*v1 + t*v2);
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}
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/* Sample point on triangle */
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__device_inline float3 triangle_sample_MT(KernelGlobals *kg, int tri_index, float randu, float randv)
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{
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/* compute point */
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randu = sqrtf(randu);
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float u = 1.0f - randu;
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float v = randv*randu;
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return triangle_point_MT(kg, tri_index, u, v);
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}
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/* Normal for Moller-Trumbore triangles */
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__device_inline float3 triangle_normal_MT(KernelGlobals *kg, int tri_index, int *shader)
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{
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#if 0
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/* load triangle vertices */
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float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index));
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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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/* compute normal */
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return normalize(cross(v2 - v0, v1 - v0));
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#else
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float4 Nm = kernel_tex_fetch(__tri_normal, tri_index);
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*shader = __float_as_int(Nm.w);
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return make_float3(Nm.x, Nm.y, Nm.z);
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#endif
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}
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__device_inline float3 triangle_smooth_normal(KernelGlobals *kg, int tri_index, float u, float v)
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{
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/* load triangle vertices */
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float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index));
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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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return normalize((1.0f - u - v)*n2 + u*n0 + v*n1);
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}
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__device_inline void triangle_dPdudv(KernelGlobals *kg, float3 *dPdu, float3 *dPdv, int tri)
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{
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/* fetch triangle vertex coordinates */
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float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri));
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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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/* 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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/* attributes */
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__device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
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{
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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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else if(elem == ATTR_ELEMENT_VERTEX) {
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float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
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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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#endif
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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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}
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else {
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if(dx) *dx = 0.0f;
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if(dy) *dy = 0.0f;
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return 0.0f;
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}
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}
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__device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
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{
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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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return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + sd->prim));
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}
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else if(elem == ATTR_ELEMENT_VERTEX) {
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float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
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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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#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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}
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else if(elem == ATTR_ELEMENT_CORNER) {
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int tri = offset + sd->prim*3;
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float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
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float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
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float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, 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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}
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else {
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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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return make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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/* motion */
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__device int triangle_find_attribute(KernelGlobals *kg, ShaderData *sd, uint id)
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{
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/* find attribute by unique id */
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uint attr_offset = sd->object*kernel_data.bvh.attributes_map_stride;
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uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
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while(attr_map.x != id)
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attr_map = kernel_tex_fetch(__attributes_map, ++attr_offset);
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/* return result */
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return (attr_map.y == ATTR_ELEMENT_NONE)? ATTR_STD_NOT_FOUND: attr_map.z;
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}
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__device float4 triangle_motion_vector(KernelGlobals *kg, ShaderData *sd)
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{
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float3 motion_pre = sd->P, motion_post = sd->P;
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/* deformation motion */
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int offset_pre = triangle_find_attribute(kg, sd, ATTR_STD_MOTION_PRE);
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int offset_post = triangle_find_attribute(kg, sd, ATTR_STD_MOTION_POST);
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if(offset_pre != ATTR_STD_NOT_FOUND)
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motion_pre = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, offset_pre, NULL, NULL);
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if(offset_post != ATTR_STD_NOT_FOUND)
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motion_post = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, offset_post, NULL, NULL);
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/* object motion. note that depending on the mesh having motion vectors, this
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* transformation was set match the world/object space of motion_pre/post */
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Transform tfm;
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tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM_MOTION_PRE);
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motion_pre = transform_point(&tfm, motion_pre);
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tfm = object_fetch_transform(kg, sd->object, TIME_INVALID, OBJECT_TRANSFORM_MOTION_POST);
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motion_post = transform_point(&tfm, motion_post);
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float3 P;
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/* camera motion, for perspective/orthographic motion.pre/post will be a
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* world-to-raster matrix, for panorama it's world-to-camera */
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if (kernel_data.cam.type != CAMERA_PANORAMA) {
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tfm = kernel_data.cam.worldtoraster;
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P = transform_perspective(&tfm, sd->P);
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tfm = kernel_data.cam.motion.pre;
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motion_pre = transform_perspective(&tfm, motion_pre);
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tfm = kernel_data.cam.motion.post;
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motion_post = transform_perspective(&tfm, motion_post);
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}
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else {
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tfm = kernel_data.cam.worldtocamera;
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P = normalize(transform_point(&tfm, sd->P));
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P = float2_to_float3(direction_to_panorama(kg, P));
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P.x *= kernel_data.cam.width;
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P.y *= kernel_data.cam.height;
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tfm = kernel_data.cam.motion.pre;
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motion_pre = normalize(transform_point(&tfm, motion_pre));
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motion_pre = float2_to_float3(direction_to_panorama(kg, motion_pre));
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motion_pre.x *= kernel_data.cam.width;
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motion_pre.y *= kernel_data.cam.height;
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tfm = kernel_data.cam.motion.post;
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motion_post = normalize(transform_point(&tfm, motion_post));
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motion_post = float2_to_float3(direction_to_panorama(kg, motion_post));
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motion_post.x *= kernel_data.cam.width;
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motion_post.y *= kernel_data.cam.height;
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}
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motion_pre = motion_pre - P;
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motion_post = P - motion_post;
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return make_float4(motion_pre.x, motion_pre.y, motion_post.x, motion_post.y);
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}
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__device float3 triangle_uv(KernelGlobals *kg, ShaderData *sd)
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{
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int offset_uv = triangle_find_attribute(kg, sd, ATTR_STD_UV);
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if(offset_uv == ATTR_STD_NOT_FOUND)
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return make_float3(0.0f, 0.0f, 0.0f);
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float3 uv = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_CORNER, offset_uv, NULL, NULL);
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uv.z = 1.0f;
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return uv;
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}
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CCL_NAMESPACE_END
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