forked from bartvdbraak/blender
e12c08e8d1
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
112 lines
4.2 KiB
C
112 lines
4.2 KiB
C
/*
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* Copyright 2011-2016 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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/* Motion Triangle Primitive
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*
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* These are stored as regular triangles, plus extra positions and normals at
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* times other than the frame center. Computing the triangle vertex positions
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* or normals at a given ray time is a matter of interpolation of the two steps
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* between which the ray time lies.
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*
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* The extra positions and normals are stored as ATTR_STD_MOTION_VERTEX_POSITION
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* and ATTR_STD_MOTION_VERTEX_NORMAL mesh attributes.
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*/
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CCL_NAMESPACE_BEGIN
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/* Setup of motion triangle specific parts of ShaderData, moved into this one
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* function to more easily share computation of interpolated positions and
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* normals */
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/* return 3 triangle vertex normals */
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ccl_device_noinline void motion_triangle_shader_setup(
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KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, bool is_local)
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{
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/* Get shader. */
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sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
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/* Get motion info. */
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/* TODO(sergey): This logic is really similar to motion_triangle_vertices(),
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* can we de-duplicate something here?
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*/
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int numsteps, numverts;
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object_motion_info(kg, sd->object, &numsteps, &numverts, NULL);
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/* Figure out which steps we need to fetch and their interpolation factor. */
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int maxstep = numsteps * 2;
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int step = min((int)(sd->time * maxstep), maxstep - 1);
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float t = sd->time * maxstep - step;
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/* Find attribute. */
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AttributeElement elem;
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int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_POSITION, &elem);
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kernel_assert(offset != ATTR_STD_NOT_FOUND);
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/* Fetch vertex coordinates. */
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float3 verts[3], next_verts[3];
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uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
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motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts);
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motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step + 1, next_verts);
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/* Interpolate between steps. */
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verts[0] = (1.0f - t) * verts[0] + t * next_verts[0];
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verts[1] = (1.0f - t) * verts[1] + t * next_verts[1];
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verts[2] = (1.0f - t) * verts[2] + t * next_verts[2];
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/* Compute refined position. */
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#ifdef __BVH_LOCAL__
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if (is_local) {
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sd->P = motion_triangle_refine_local(kg, sd, isect, ray, verts);
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}
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else
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#endif /* __BVH_LOCAL__*/
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{
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sd->P = motion_triangle_refine(kg, sd, isect, ray, verts);
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}
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/* Compute face normal. */
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float3 Ng;
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if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
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Ng = normalize(cross(verts[2] - verts[0], verts[1] - verts[0]));
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}
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else {
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Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
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}
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sd->Ng = Ng;
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sd->N = Ng;
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/* Compute derivatives of P w.r.t. uv. */
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#ifdef __DPDU__
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sd->dPdu = (verts[0] - verts[2]);
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sd->dPdv = (verts[1] - verts[2]);
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#endif
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/* Compute smooth normal. */
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if (sd->shader & SHADER_SMOOTH_NORMAL) {
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/* Find attribute. */
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AttributeElement elem;
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int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_NORMAL, &elem);
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kernel_assert(offset != ATTR_STD_NOT_FOUND);
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/* Fetch vertex coordinates. */
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float3 normals[3], next_normals[3];
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motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step, normals);
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motion_triangle_normals_for_step(
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kg, tri_vindex, offset, numverts, numsteps, step + 1, next_normals);
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/* Interpolate between steps. */
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normals[0] = (1.0f - t) * normals[0] + t * next_normals[0];
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normals[1] = (1.0f - t) * normals[1] + t * next_normals[1];
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normals[2] = (1.0f - t) * normals[2] + t * next_normals[2];
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/* Interpolate between vertices. */
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float u = sd->u;
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float v = sd->v;
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float w = 1.0f - u - v;
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sd->N = (u * normals[0] + v * normals[1] + w * normals[2]);
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}
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}
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CCL_NAMESPACE_END
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