forked from bartvdbraak/blender
301 lines
9.5 KiB
C
301 lines
9.5 KiB
C
/*
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* Copyright 2014, Blender Foundation.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/* Triangle/Ray intersections.
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*
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* For BVH 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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*/
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CCL_NAMESPACE_BEGIN
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ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
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Intersection *isect,
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float3 P,
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float3 dir,
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uint visibility,
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int object,
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int prim_addr)
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{
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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
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#else
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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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#endif
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float t, u, v;
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if(ray_triangle_intersect(P,
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dir,
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isect->t,
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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ssef_verts,
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#else
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float4_to_float3(tri_a),
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float4_to_float3(tri_b),
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float4_to_float3(tri_c),
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#endif
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&u, &v, &t))
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{
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#ifdef __VISIBILITY_FLAG__
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/* Visibility flag test. we do it here under the assumption
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* that most triangles are culled by node flags.
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*/
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if(kernel_tex_fetch(__prim_visibility, prim_addr) & visibility)
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#endif
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{
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isect->prim = prim_addr;
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isect->object = object;
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isect->type = PRIMITIVE_TRIANGLE;
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isect->u = u;
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isect->v = v;
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isect->t = t;
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return true;
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}
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}
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return false;
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}
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/* Special ray intersection routines for local intersection. In that case we
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* only want to intersect with primitives in the same object, and if case of
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* multiple hits we pick a single random primitive as the intersection point.
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*/
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#ifdef __BVH_LOCAL__
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ccl_device_inline void triangle_intersect_local(
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KernelGlobals *kg,
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LocalIntersection *local_isect,
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float3 P,
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float3 dir,
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int object,
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int local_object,
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int prim_addr,
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float tmax,
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uint *lcg_state,
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int max_hits)
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{
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/* Only intersect with matching object, for instanced objects we
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* already know we are only intersecting the right object. */
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if(object == OBJECT_NONE) {
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if(kernel_tex_fetch(__prim_object, prim_addr) != local_object) {
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return;
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}
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}
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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, prim_addr);
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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const ssef *ssef_verts = (ssef*)&kg->__prim_tri_verts.data[tri_vindex];
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#else
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const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+0)),
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tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+1)),
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tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2));
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#endif
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float t, u, v;
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if(!ray_triangle_intersect(P,
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dir,
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tmax,
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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ssef_verts,
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#else
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tri_a, tri_b, tri_c,
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#endif
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&u, &v, &t))
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{
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return;
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}
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for(int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) {
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if(local_isect->hits[i].t == t) {
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return;
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}
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}
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local_isect->num_hits++;
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int hit;
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if(local_isect->num_hits <= max_hits) {
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hit = local_isect->num_hits - 1;
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}
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else {
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/* reservoir sampling: if we are at the maximum number of
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* hits, randomly replace element or skip it */
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hit = lcg_step_uint(lcg_state) % local_isect->num_hits;
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if(hit >= max_hits)
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return;
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}
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/* record intersection */
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Intersection *isect = &local_isect->hits[hit];
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isect->prim = prim_addr;
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isect->object = object;
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isect->type = PRIMITIVE_TRIANGLE;
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isect->u = u;
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isect->v = v;
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isect->t = t;
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/* Record geometric normal. */
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#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
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const float3 tri_a = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+0)),
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tri_b = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+1)),
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tri_c = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex+2));
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#endif
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local_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a));
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}
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#endif /* __BVH_LOCAL__ */
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/* Refine triangle intersection to more precise hit point. For rays that travel
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* far the precision is often not so good, this reintersects the primitive from
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* a closer distance. */
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/* Reintersections uses the paper:
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*
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* Tomas Moeller
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* Fast, minimum storage ray/triangle intersection
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* http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
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*/
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ccl_device_inline float3 triangle_refine(KernelGlobals *kg,
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ShaderData *sd,
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const Intersection *isect,
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const Ray *ray)
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{
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float3 P = ray->P;
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float3 D = ray->D;
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float t = isect->t;
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#ifdef __INTERSECTION_REFINE__
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if(isect->object != OBJECT_NONE) {
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if(UNLIKELY(t == 0.0f)) {
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return P;
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}
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# ifdef __OBJECT_MOTION__
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Transform tfm = sd->ob_itfm;
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# else
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Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
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# endif
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P = transform_point(&tfm, P);
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D = transform_direction(&tfm, D*t);
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D = normalize_len(D, &t);
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}
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P = P + D*t;
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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, isect->prim);
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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z);
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float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z);
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float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z);
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float3 qvec = cross(tvec, edge1);
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float3 pvec = cross(D, edge2);
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float det = dot(edge1, pvec);
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if(det != 0.0f) {
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/* If determinant is zero it means ray lies in the plane of
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* the triangle. It is possible in theory due to watertight
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* nature of triangle intersection. For such cases we simply
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* don't refine intersection hoping it'll go all fine.
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*/
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float rt = dot(edge2, qvec) / det;
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P = P + D*rt;
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}
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if(isect->object != OBJECT_NONE) {
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# ifdef __OBJECT_MOTION__
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Transform tfm = sd->ob_tfm;
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# else
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Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
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# endif
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P = transform_point(&tfm, P);
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}
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return P;
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#else
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return P + D*t;
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#endif
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}
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/* Same as above, except that isect->t is assumed to be in object space for
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* instancing.
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*/
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ccl_device_inline float3 triangle_refine_local(KernelGlobals *kg,
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ShaderData *sd,
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const Intersection *isect,
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const Ray *ray)
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{
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float3 P = ray->P;
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float3 D = ray->D;
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float t = isect->t;
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if(isect->object != OBJECT_NONE) {
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#ifdef __OBJECT_MOTION__
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Transform tfm = sd->ob_itfm;
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#else
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Transform tfm = object_fetch_transform(kg,
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isect->object,
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OBJECT_INVERSE_TRANSFORM);
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#endif
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P = transform_point(&tfm, P);
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D = transform_direction(&tfm, D);
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D = normalize(D);
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}
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P = P + D*t;
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#ifdef __INTERSECTION_REFINE__
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const uint tri_vindex = kernel_tex_fetch(__prim_tri_index, isect->prim);
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const float4 tri_a = kernel_tex_fetch(__prim_tri_verts, tri_vindex+0),
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tri_b = kernel_tex_fetch(__prim_tri_verts, tri_vindex+1),
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tri_c = kernel_tex_fetch(__prim_tri_verts, tri_vindex+2);
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float3 edge1 = make_float3(tri_a.x - tri_c.x, tri_a.y - tri_c.y, tri_a.z - tri_c.z);
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float3 edge2 = make_float3(tri_b.x - tri_c.x, tri_b.y - tri_c.y, tri_b.z - tri_c.z);
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float3 tvec = make_float3(P.x - tri_c.x, P.y - tri_c.y, P.z - tri_c.z);
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float3 qvec = cross(tvec, edge1);
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float3 pvec = cross(D, edge2);
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float det = dot(edge1, pvec);
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if(det != 0.0f) {
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/* If determinant is zero it means ray lies in the plane of
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* the triangle. It is possible in theory due to watertight
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* nature of triangle intersection. For such cases we simply
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* don't refine intersection hoping it'll go all fine.
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*/
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float rt = dot(edge2, qvec) / det;
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P = P + D*rt;
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}
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#endif /* __INTERSECTION_REFINE__ */
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if(isect->object != OBJECT_NONE) {
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#ifdef __OBJECT_MOTION__
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Transform tfm = sd->ob_tfm;
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#else
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Transform tfm = object_fetch_transform(kg,
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isect->object,
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OBJECT_TRANSFORM);
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#endif
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P = transform_point(&tfm, P);
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}
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return P;
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}
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CCL_NAMESPACE_END
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