blender/intern/cycles/kernel/geom/geom_subd_triangle.h
Mai Lavelle 41a4967b30 Fix T49003: Cycles volumes have wrong results after recent microdisp commits
Problem was that sd->prim can be -1 for volumes and was causing check in subd
code to access out of bounds
2016-08-02 15:28:07 -04:00

263 lines
8.8 KiB
C

/*
* Copyright 2011-2016 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.
*/
/* Functions for retrieving attributes on triangles produced from subdivision meshes */
CCL_NAMESPACE_BEGIN
/* Patch index for triangle, -1 if not subdivision triangle */
ccl_device_inline uint subd_triangle_patch(KernelGlobals *kg, const ShaderData *sd)
{
return (ccl_fetch(sd, prim) != PRIM_NONE) ? kernel_tex_fetch(__tri_patch, ccl_fetch(sd, prim)) : ~0;
}
/* UV coords of triangle within patch */
ccl_device_inline void subd_triangle_patch_uv(KernelGlobals *kg, const ShaderData *sd, float2 uv[3])
{
uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, ccl_fetch(sd, prim));
uv[0] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.x);
uv[1] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.y);
uv[2] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.z);
}
/* Vertex indices of patch */
ccl_device_inline uint4 subd_triangle_patch_indices(KernelGlobals *kg, int patch)
{
uint4 indices;
indices.x = kernel_tex_fetch(__patches, patch+0);
indices.y = kernel_tex_fetch(__patches, patch+1);
indices.z = kernel_tex_fetch(__patches, patch+2);
indices.w = kernel_tex_fetch(__patches, patch+3);
return indices;
}
/* Originating face for patch */
ccl_device_inline uint subd_triangle_patch_face(KernelGlobals *kg, int patch)
{
return kernel_tex_fetch(__patches, patch+4);
}
/* Number of corners on originating face */
ccl_device_inline uint subd_triangle_patch_num_corners(KernelGlobals *kg, int patch)
{
return kernel_tex_fetch(__patches, patch+5) & 0xffff;
}
/* Indices of the four corners that are used by the patch */
ccl_device_inline void subd_triangle_patch_corners(KernelGlobals *kg, int patch, int corners[4])
{
uint4 data;
data.x = kernel_tex_fetch(__patches, patch+4);
data.y = kernel_tex_fetch(__patches, patch+5);
data.z = kernel_tex_fetch(__patches, patch+6);
data.w = kernel_tex_fetch(__patches, patch+7);
int num_corners = data.y & 0xffff;
if(num_corners == 4) {
/* quad */
corners[0] = data.z;
corners[1] = data.z+1;
corners[2] = data.z+2;
corners[3] = data.z+3;
}
else {
/* ngon */
int c = data.y >> 16;
corners[0] = data.z + c;
corners[1] = data.z + mod(c+1, num_corners);
corners[2] = data.w;
corners[3] = data.z + mod(c-1, num_corners);
}
}
/* Reading attributes on various subdivision triangle elements */
ccl_device float subd_triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
{
int patch = subd_triangle_patch(kg, sd);
if(elem == ATTR_ELEMENT_FACE) {
if(dx) *dx = 0.0f;
if(dy) *dy = 0.0f;
return kernel_tex_fetch(__attributes_float, offset + subd_triangle_patch_face(kg, patch));
}
else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
float2 uv[3];
subd_triangle_patch_uv(kg, sd, uv);
uint4 v = subd_triangle_patch_indices(kg, patch);
float a, b, c;
float f0 = kernel_tex_fetch(__attributes_float, offset + v.x);
float f1 = kernel_tex_fetch(__attributes_float, offset + v.y);
float f2 = kernel_tex_fetch(__attributes_float, offset + v.z);
float f3 = kernel_tex_fetch(__attributes_float, offset + v.w);
if(subd_triangle_patch_num_corners(kg, patch) != 4) {
f1 = (f1+f0)*0.5f;
f3 = (f3+f0)*0.5f;
}
a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
#ifdef __RAY_DIFFERENTIALS__
if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
#endif
return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
}
else if(elem == ATTR_ELEMENT_CORNER) {
int corners[4];
subd_triangle_patch_corners(kg, patch, corners);
float2 uv[3];
subd_triangle_patch_uv(kg, sd, uv);
float a, b, c;
float f0 = kernel_tex_fetch(__attributes_float, corners[0] + offset);
float f1 = kernel_tex_fetch(__attributes_float, corners[1] + offset);
float f2 = kernel_tex_fetch(__attributes_float, corners[2] + offset);
float f3 = kernel_tex_fetch(__attributes_float, corners[3] + offset);
if(subd_triangle_patch_num_corners(kg, patch) != 4) {
f1 = (f1+f0)*0.5f;
f3 = (f3+f0)*0.5f;
}
a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
#ifdef __RAY_DIFFERENTIALS__
if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
#endif
return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
}
else {
if(dx) *dx = 0.0f;
if(dy) *dy = 0.0f;
return 0.0f;
}
}
ccl_device float3 subd_triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
{
int patch = subd_triangle_patch(kg, sd);
if(elem == ATTR_ELEMENT_FACE) {
if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + subd_triangle_patch_face(kg, patch)));
}
else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
float2 uv[3];
subd_triangle_patch_uv(kg, sd, uv);
uint4 v = subd_triangle_patch_indices(kg, patch);
float3 a, b, c;
float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.x));
float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.y));
float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.z));
float3 f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.w));
if(subd_triangle_patch_num_corners(kg, patch) != 4) {
f1 = (f1+f0)*0.5f;
f3 = (f3+f0)*0.5f;
}
a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
#ifdef __RAY_DIFFERENTIALS__
if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
#endif
return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
}
else if(elem == ATTR_ELEMENT_CORNER || elem == ATTR_ELEMENT_CORNER_BYTE) {
int corners[4];
subd_triangle_patch_corners(kg, patch, corners);
float2 uv[3];
subd_triangle_patch_uv(kg, sd, uv);
float3 a, b, c;
float3 f0, f1, f2, f3;
if(elem == ATTR_ELEMENT_CORNER) {
f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[0] + offset));
f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[1] + offset));
f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[2] + offset));
f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[3] + offset));
}
else {
f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[0] + offset));
f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[1] + offset));
f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[2] + offset));
f3 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[3] + offset));
}
if(subd_triangle_patch_num_corners(kg, patch) != 4) {
f1 = (f1+f0)*0.5f;
f3 = (f3+f0)*0.5f;
}
a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
#ifdef __RAY_DIFFERENTIALS__
if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
#endif
return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
}
else {
if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
return make_float3(0.0f, 0.0f, 0.0f);
}
}
CCL_NAMESPACE_END