blender/intern/cycles/kernel/geom/geom_object.h

617 lines
19 KiB
C

/*
* 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.
*/
/* Object Primitive
*
* All mesh and curve primitives are part of an object. The same mesh and curves
* may be instanced multiple times by different objects.
*
* If the mesh is not instanced multiple times, the object will not be explicitly
* stored as a primitive in the BVH, rather the bare triangles are curved are
* directly primitives in the BVH with world space locations applied, and the object
* ID is looked up afterwards. */
CCL_NAMESPACE_BEGIN
/* Object attributes, for now a fixed size and contents */
enum ObjectTransform {
OBJECT_TRANSFORM = 0,
OBJECT_INVERSE_TRANSFORM = 1,
};
enum ObjectVectorTransform {
OBJECT_PASS_MOTION_PRE = 0,
OBJECT_PASS_MOTION_POST = 1
};
/* Object to world space transformation */
ccl_device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, enum ObjectTransform type)
{
if(type == OBJECT_INVERSE_TRANSFORM) {
return kernel_tex_fetch(__objects, object).itfm;
}
else {
return kernel_tex_fetch(__objects, object).tfm;
}
}
/* Lamp to world space transformation */
ccl_device_inline Transform lamp_fetch_transform(KernelGlobals *kg, int lamp, bool inverse)
{
if(inverse) {
return kernel_tex_fetch(__lights, lamp).itfm;
}
else {
return kernel_tex_fetch(__lights, lamp).tfm;
}
}
/* Object to world space transformation for motion vectors */
ccl_device_inline Transform object_fetch_motion_pass_transform(KernelGlobals *kg, int object, enum ObjectVectorTransform type)
{
int offset = object*OBJECT_MOTION_PASS_SIZE + (int)type;
return kernel_tex_fetch(__object_motion_pass, offset);
}
/* Motion blurred object transformations */
#ifdef __OBJECT_MOTION__
ccl_device_inline Transform object_fetch_transform_motion(KernelGlobals *kg, int object, float time)
{
const uint motion_offset = kernel_tex_fetch(__objects, object).motion_offset;
const ccl_global DecomposedTransform *motion = &kernel_tex_fetch(__object_motion, motion_offset);
const uint num_steps = kernel_tex_fetch(__objects, object).numsteps * 2 + 1;
Transform tfm;
transform_motion_array_interpolate(&tfm, motion, num_steps, time);
return tfm;
}
ccl_device_inline Transform object_fetch_transform_motion_test(KernelGlobals *kg, int object, float time, Transform *itfm)
{
int object_flag = kernel_tex_fetch(__object_flag, object);
if(object_flag & SD_OBJECT_MOTION) {
/* if we do motion blur */
Transform tfm = object_fetch_transform_motion(kg, object, time);
if(itfm)
*itfm = transform_quick_inverse(tfm);
return tfm;
}
else {
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
if(itfm)
*itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
return tfm;
}
}
#endif
/* Transform position from object to world space */
ccl_device_inline void object_position_transform(KernelGlobals *kg, const ShaderData *sd, float3 *P)
{
#ifdef __OBJECT_MOTION__
*P = transform_point_auto(&sd->ob_tfm, *P);
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*P = transform_point(&tfm, *P);
#endif
}
/* Transform position from world to object space */
ccl_device_inline void object_inverse_position_transform(KernelGlobals *kg, const ShaderData *sd, float3 *P)
{
#ifdef __OBJECT_MOTION__
*P = transform_point_auto(&sd->ob_itfm, *P);
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, *P);
#endif
}
/* Transform normal from world to object space */
ccl_device_inline void object_inverse_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
{
#ifdef __OBJECT_MOTION__
if((sd->object != OBJECT_NONE) || (sd->type == PRIMITIVE_LAMP)) {
*N = normalize(transform_direction_transposed_auto(&sd->ob_tfm, *N));
}
#else
if(sd->object != OBJECT_NONE) {
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
}
else if(sd->type == PRIMITIVE_LAMP) {
Transform tfm = lamp_fetch_transform(kg, sd->lamp, false);
*N = normalize(transform_direction_transposed(&tfm, *N));
}
#endif
}
/* Transform normal from object to world space */
ccl_device_inline void object_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
{
#ifdef __OBJECT_MOTION__
*N = normalize(transform_direction_transposed_auto(&sd->ob_itfm, *N));
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
#endif
}
/* Transform direction vector from object to world space */
ccl_device_inline void object_dir_transform(KernelGlobals *kg, const ShaderData *sd, float3 *D)
{
#ifdef __OBJECT_MOTION__
*D = transform_direction_auto(&sd->ob_tfm, *D);
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*D = transform_direction(&tfm, *D);
#endif
}
/* Transform direction vector from world to object space */
ccl_device_inline void object_inverse_dir_transform(KernelGlobals *kg, const ShaderData *sd, float3 *D)
{
#ifdef __OBJECT_MOTION__
*D = transform_direction_auto(&sd->ob_itfm, *D);
#else
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*D = transform_direction(&tfm, *D);
#endif
}
/* Object center position */
ccl_device_inline float3 object_location(KernelGlobals *kg, const ShaderData *sd)
{
if(sd->object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
#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, OBJECT_TRANSFORM);
return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
#endif
}
/* Total surface area of object */
ccl_device_inline float object_surface_area(KernelGlobals *kg, int object)
{
return kernel_tex_fetch(__objects, object).surface_area;
}
/* Pass ID number of object */
ccl_device_inline float object_pass_id(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return 0.0f;
return kernel_tex_fetch(__objects, object).pass_id;
}
/* Per lamp random number for shader variation */
ccl_device_inline float lamp_random_number(KernelGlobals *kg, int lamp)
{
if(lamp == LAMP_NONE)
return 0.0f;
return kernel_tex_fetch(__lights, lamp).random;
}
/* Per object random number for shader variation */
ccl_device_inline float object_random_number(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return 0.0f;
return kernel_tex_fetch(__objects, object).random_number;
}
/* Particle ID from which this object was generated */
ccl_device_inline int object_particle_id(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return 0;
return kernel_tex_fetch(__objects, object).particle_index;
}
/* Generated texture coordinate on surface from where object was instanced */
ccl_device_inline float3 object_dupli_generated(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
const ccl_global KernelObject *kobject = &kernel_tex_fetch(__objects, object);
return make_float3(kobject->dupli_generated[0],
kobject->dupli_generated[1],
kobject->dupli_generated[2]);
}
/* UV texture coordinate on surface from where object was instanced */
ccl_device_inline float3 object_dupli_uv(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
const ccl_global KernelObject *kobject = &kernel_tex_fetch(__objects, object);
return make_float3(kobject->dupli_uv[0],
kobject->dupli_uv[1],
0.0f);
}
/* Information about mesh for motion blurred triangles and curves */
ccl_device_inline void object_motion_info(KernelGlobals *kg, int object, int *numsteps, int *numverts, int *numkeys)
{
if(numkeys) {
*numkeys = kernel_tex_fetch(__objects, object).numkeys;
}
if(numsteps)
*numsteps = kernel_tex_fetch(__objects, object).numsteps;
if(numverts)
*numverts = kernel_tex_fetch(__objects, object).numverts;
}
/* Offset to an objects patch map */
ccl_device_inline uint object_patch_map_offset(KernelGlobals *kg, int object)
{
if(object == OBJECT_NONE)
return 0;
return kernel_tex_fetch(__objects, object).patch_map_offset;
}
/* Pass ID for shader */
ccl_device int shader_pass_id(KernelGlobals *kg, const ShaderData *sd)
{
return kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).pass_id;
}
/* Particle data from which object was instanced */
ccl_device_inline uint particle_index(KernelGlobals *kg, int particle)
{
return kernel_tex_fetch(__particles, particle).index;
}
ccl_device float particle_age(KernelGlobals *kg, int particle)
{
return kernel_tex_fetch(__particles, particle).age;
}
ccl_device float particle_lifetime(KernelGlobals *kg, int particle)
{
return kernel_tex_fetch(__particles, particle).lifetime;
}
ccl_device float particle_size(KernelGlobals *kg, int particle)
{
return kernel_tex_fetch(__particles, particle).size;
}
ccl_device float4 particle_rotation(KernelGlobals *kg, int particle)
{
return kernel_tex_fetch(__particles, particle).rotation;
}
ccl_device float3 particle_location(KernelGlobals *kg, int particle)
{
return float4_to_float3(kernel_tex_fetch(__particles, particle).location);
}
ccl_device float3 particle_velocity(KernelGlobals *kg, int particle)
{
return float4_to_float3(kernel_tex_fetch(__particles, particle).velocity);
}
ccl_device float3 particle_angular_velocity(KernelGlobals *kg, int particle)
{
return float4_to_float3(kernel_tex_fetch(__particles, particle).angular_velocity);
}
/* Object intersection in BVH */
ccl_device_inline float3 bvh_clamp_direction(float3 dir)
{
/* clamp absolute values by exp2f(-80.0f) to avoid division by zero when calculating inverse direction */
#if defined(__KERNEL_SSE__) && defined(__KERNEL_SSE2__)
const ssef oopes(8.271806E-25f,8.271806E-25f,8.271806E-25f,0.0f);
const ssef mask = _mm_cmpgt_ps(fabs(dir), oopes);
const ssef signdir = signmsk(dir.m128) | oopes;
# ifndef __KERNEL_AVX__
ssef res = mask & ssef(dir);
res = _mm_or_ps(res,_mm_andnot_ps(mask, signdir));
# else
ssef res = _mm_blendv_ps(signdir, dir, mask);
# endif
return float3(res);
#else /* __KERNEL_SSE__ && __KERNEL_SSE2__ */
const float ooeps = 8.271806E-25f;
return make_float3((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x),
(fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y),
(fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z));
#endif /* __KERNEL_SSE__ && __KERNEL_SSE2__ */
}
ccl_device_inline float3 bvh_inverse_direction(float3 dir)
{
return rcp(dir);
}
/* Transform ray into object space to enter static object in BVH */
ccl_device_inline float bvh_instance_push(KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float t)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, ray->P);
float len;
*dir = bvh_clamp_direction(normalize_len(transform_direction(&tfm, ray->D), &len));
*idir = bvh_inverse_direction(*dir);
if(t != FLT_MAX) {
t *= len;
}
return t;
}
#ifdef __QBVH__
/* Same as above, but optimized for QBVH scene intersection,
* which needs to modify two max distances.
*
* TODO(sergey): Investigate if passing NULL instead of t1 gets optimized
* so we can avoid having this duplication.
*/
ccl_device_inline void qbvh_instance_push(KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float *t,
float *t1)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, ray->P);
float len;
*dir = bvh_clamp_direction(normalize_len(transform_direction(&tfm, ray->D), &len));
*idir = bvh_inverse_direction(*dir);
if(*t != FLT_MAX)
*t *= len;
if(*t1 != -FLT_MAX)
*t1 *= len;
}
#endif
/* Transorm ray to exit static object in BVH */
ccl_device_inline float bvh_instance_pop(KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float t)
{
if(t != FLT_MAX) {
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
t /= len(transform_direction(&tfm, ray->D));
}
*P = ray->P;
*dir = bvh_clamp_direction(ray->D);
*idir = bvh_inverse_direction(*dir);
return t;
}
/* Same as above, but returns scale factor to apply to multiple intersection distances */
ccl_device_inline void bvh_instance_pop_factor(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t_fac)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
*t_fac = 1.0f / len(transform_direction(&tfm, ray->D));
*P = ray->P;
*dir = bvh_clamp_direction(ray->D);
*idir = bvh_inverse_direction(*dir);
}
#ifdef __OBJECT_MOTION__
/* Transform ray into object space to enter motion blurred object in BVH */
ccl_device_inline float bvh_instance_motion_push(KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float t,
Transform *itfm)
{
object_fetch_transform_motion_test(kg, object, ray->time, itfm);
*P = transform_point(itfm, ray->P);
float len;
*dir = bvh_clamp_direction(normalize_len(transform_direction(itfm, ray->D), &len));
*idir = bvh_inverse_direction(*dir);
if(t != FLT_MAX) {
t *= len;
}
return t;
}
#ifdef __QBVH__
/* Same as above, but optimized for QBVH scene intersection,
* which needs to modify two max distances.
*
* TODO(sergey): Investigate if passing NULL instead of t1 gets optimized
* so we can avoid having this duplication.
*/
ccl_device_inline void qbvh_instance_motion_push(KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float *t,
float *t1,
Transform *itfm)
{
object_fetch_transform_motion_test(kg, object, ray->time, itfm);
*P = transform_point(itfm, ray->P);
float len;
*dir = bvh_clamp_direction(normalize_len(transform_direction(itfm, ray->D), &len));
*idir = bvh_inverse_direction(*dir);
if(*t != FLT_MAX)
*t *= len;
if(*t1 != -FLT_MAX)
*t1 *= len;
}
#endif
/* Transorm ray to exit motion blurred object in BVH */
ccl_device_inline float bvh_instance_motion_pop(KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float t,
Transform *itfm)
{
if(t != FLT_MAX) {
t /= len(transform_direction(itfm, ray->D));
}
*P = ray->P;
*dir = bvh_clamp_direction(ray->D);
*idir = bvh_inverse_direction(*dir);
return t;
}
/* Same as above, but returns scale factor to apply to multiple intersection distances */
ccl_device_inline void bvh_instance_motion_pop_factor(KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float *t_fac,
Transform *itfm)
{
*t_fac = 1.0f / len(transform_direction(itfm, ray->D));
*P = ray->P;
*dir = bvh_clamp_direction(ray->D);
*idir = bvh_inverse_direction(*dir);
}
#endif
/* TODO(sergey): This is only for until we've got OpenCL 2.0
* on all devices we consider supported. It'll be replaced with
* generic address space.
*/
#ifdef __KERNEL_OPENCL__
ccl_device_inline void object_position_transform_addrspace(KernelGlobals *kg,
const ShaderData *sd,
ccl_addr_space float3 *P)
{
float3 private_P = *P;
object_position_transform(kg, sd, &private_P);
*P = private_P;
}
ccl_device_inline void object_dir_transform_addrspace(KernelGlobals *kg,
const ShaderData *sd,
ccl_addr_space float3 *D)
{
float3 private_D = *D;
object_dir_transform(kg, sd, &private_D);
*D = private_D;
}
ccl_device_inline void object_normal_transform_addrspace(KernelGlobals *kg,
const ShaderData *sd,
ccl_addr_space float3 *N)
{
float3 private_N = *N;
object_normal_transform(kg, sd, &private_N);
*N = private_N;
}
#endif
#ifndef __KERNEL_OPENCL__
# define object_position_transform_auto object_position_transform
# define object_dir_transform_auto object_dir_transform
# define object_normal_transform_auto object_normal_transform
#else
# define object_position_transform_auto object_position_transform_addrspace
# define object_dir_transform_auto object_dir_transform_addrspace
# define object_normal_transform_auto object_normal_transform_addrspace
#endif
CCL_NAMESPACE_END