forked from bartvdbraak/blender
644 lines
20 KiB
C
644 lines
20 KiB
C
/*
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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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/* Object Primitive
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*
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* All mesh and curve primitives are part of an object. The same mesh and curves
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* may be instanced multiple times by different objects.
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*
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* If the mesh is not instanced multiple times, the object will not be explicitly
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* stored as a primitive in the BVH, rather the bare triangles are curved are
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* directly primitives in the BVH with world space locations applied, and the object
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* ID is looked up afterwards. */
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CCL_NAMESPACE_BEGIN
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/* Object attributes, for now a fixed size and contents */
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enum ObjectTransform {
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OBJECT_TRANSFORM = 0,
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OBJECT_TRANSFORM_MOTION_PRE = 0,
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OBJECT_INVERSE_TRANSFORM = 4,
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OBJECT_TRANSFORM_MOTION_POST = 4,
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OBJECT_PROPERTIES = 8,
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OBJECT_DUPLI = 9
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};
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enum ObjectVectorTransform {
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OBJECT_VECTOR_MOTION_PRE = 0,
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OBJECT_VECTOR_MOTION_POST = 3
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};
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/* Object to world space transformation */
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ccl_device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, enum ObjectTransform type)
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{
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int offset = object*OBJECT_SIZE + (int)type;
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Transform tfm;
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tfm.x = kernel_tex_fetch(__objects, offset + 0);
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tfm.y = kernel_tex_fetch(__objects, offset + 1);
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tfm.z = kernel_tex_fetch(__objects, offset + 2);
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tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
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return tfm;
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}
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/* Lamp to world space transformation */
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ccl_device_inline Transform lamp_fetch_transform(KernelGlobals *kg, int lamp, bool inverse)
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{
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int offset = lamp*LIGHT_SIZE + (inverse? 8 : 5);
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Transform tfm;
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tfm.x = kernel_tex_fetch(__light_data, offset + 0);
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tfm.y = kernel_tex_fetch(__light_data, offset + 1);
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tfm.z = kernel_tex_fetch(__light_data, offset + 2);
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tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
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return tfm;
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}
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/* Object to world space transformation for motion vectors */
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ccl_device_inline Transform object_fetch_vector_transform(KernelGlobals *kg, int object, enum ObjectVectorTransform type)
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{
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int offset = object*OBJECT_VECTOR_SIZE + (int)type;
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Transform tfm;
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tfm.x = kernel_tex_fetch(__objects_vector, offset + 0);
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tfm.y = kernel_tex_fetch(__objects_vector, offset + 1);
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tfm.z = kernel_tex_fetch(__objects_vector, offset + 2);
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tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);
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return tfm;
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}
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/* Motion blurred object transformations */
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#ifdef __OBJECT_MOTION__
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ccl_device_inline Transform object_fetch_transform_motion(KernelGlobals *kg, int object, float time)
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{
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DecompMotionTransform motion;
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int offset = object*OBJECT_SIZE + (int)OBJECT_TRANSFORM_MOTION_PRE;
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motion.mid.x = kernel_tex_fetch(__objects, offset + 0);
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motion.mid.y = kernel_tex_fetch(__objects, offset + 1);
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motion.mid.z = kernel_tex_fetch(__objects, offset + 2);
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motion.mid.w = kernel_tex_fetch(__objects, offset + 3);
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motion.pre_x = kernel_tex_fetch(__objects, offset + 4);
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motion.pre_y = kernel_tex_fetch(__objects, offset + 5);
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motion.post_x = kernel_tex_fetch(__objects, offset + 6);
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motion.post_y = kernel_tex_fetch(__objects, offset + 7);
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Transform tfm;
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transform_motion_interpolate(&tfm, &motion, time);
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return tfm;
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}
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ccl_device_inline Transform object_fetch_transform_motion_test(KernelGlobals *kg, int object, float time, Transform *itfm)
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{
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int object_flag = kernel_tex_fetch(__object_flag, object);
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if(object_flag & SD_OBJECT_MOTION) {
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/* if we do motion blur */
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Transform tfm = object_fetch_transform_motion(kg, object, time);
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if(itfm)
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*itfm = transform_quick_inverse(tfm);
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return tfm;
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}
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else {
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Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
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if(itfm)
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*itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
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return tfm;
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}
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}
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#endif
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/* Transform position from object to world space */
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ccl_device_inline void object_position_transform(KernelGlobals *kg, const ShaderData *sd, float3 *P)
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{
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#ifdef __OBJECT_MOTION__
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*P = transform_point_auto(&ccl_fetch(sd, ob_tfm), *P);
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_TRANSFORM);
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*P = transform_point(&tfm, *P);
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#endif
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}
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/* Transform position from world to object space */
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ccl_device_inline void object_inverse_position_transform(KernelGlobals *kg, const ShaderData *sd, float3 *P)
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{
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#ifdef __OBJECT_MOTION__
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*P = transform_point_auto(&ccl_fetch(sd, ob_itfm), *P);
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_INVERSE_TRANSFORM);
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*P = transform_point(&tfm, *P);
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#endif
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}
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/* Transform normal from world to object space */
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ccl_device_inline void object_inverse_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
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{
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#ifdef __OBJECT_MOTION__
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if((ccl_fetch(sd, object) != OBJECT_NONE) || (ccl_fetch(sd, type) == PRIMITIVE_LAMP)) {
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*N = normalize(transform_direction_transposed_auto(&ccl_fetch(sd, ob_tfm), *N));
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}
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#else
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if(ccl_fetch(sd, object) != OBJECT_NONE) {
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_TRANSFORM);
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*N = normalize(transform_direction_transposed(&tfm, *N));
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}
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#endif
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}
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/* Transform normal from object to world space */
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ccl_device_inline void object_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
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{
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#ifdef __OBJECT_MOTION__
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*N = normalize(transform_direction_transposed_auto(&ccl_fetch(sd, ob_itfm), *N));
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_INVERSE_TRANSFORM);
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*N = normalize(transform_direction_transposed(&tfm, *N));
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#endif
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}
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/* Transform direction vector from object to world space */
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ccl_device_inline void object_dir_transform(KernelGlobals *kg, const ShaderData *sd, float3 *D)
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{
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#ifdef __OBJECT_MOTION__
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*D = transform_direction_auto(&ccl_fetch(sd, ob_tfm), *D);
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_TRANSFORM);
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*D = transform_direction(&tfm, *D);
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#endif
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}
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/* Transform direction vector from world to object space */
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ccl_device_inline void object_inverse_dir_transform(KernelGlobals *kg, const ShaderData *sd, float3 *D)
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{
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#ifdef __OBJECT_MOTION__
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*D = transform_direction_auto(&ccl_fetch(sd, ob_itfm), *D);
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_INVERSE_TRANSFORM);
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*D = transform_direction(&tfm, *D);
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#endif
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}
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/* Object center position */
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ccl_device_inline float3 object_location(KernelGlobals *kg, const ShaderData *sd)
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{
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if(ccl_fetch(sd, object) == OBJECT_NONE)
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return make_float3(0.0f, 0.0f, 0.0f);
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#ifdef __OBJECT_MOTION__
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return make_float3(ccl_fetch(sd, ob_tfm).x.w, ccl_fetch(sd, ob_tfm).y.w, ccl_fetch(sd, ob_tfm).z.w);
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#else
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Transform tfm = object_fetch_transform(kg, ccl_fetch(sd, object), OBJECT_TRANSFORM);
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return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
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#endif
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}
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/* Total surface area of object */
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ccl_device_inline float object_surface_area(KernelGlobals *kg, int object)
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{
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.x;
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}
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/* Pass ID number of object */
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ccl_device_inline float object_pass_id(KernelGlobals *kg, int object)
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{
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if(object == OBJECT_NONE)
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return 0.0f;
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.y;
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}
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/* Per object random number for shader variation */
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ccl_device_inline float object_random_number(KernelGlobals *kg, int object)
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{
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if(object == OBJECT_NONE)
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return 0.0f;
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return f.z;
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}
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/* Particle ID from which this object was generated */
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ccl_device_inline int object_particle_id(KernelGlobals *kg, int object)
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{
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if(object == OBJECT_NONE)
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return 0;
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int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
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float4 f = kernel_tex_fetch(__objects, offset);
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return __float_as_uint(f.w);
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}
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/* Generated texture coordinate on surface from where object was instanced */
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ccl_device_inline float3 object_dupli_generated(KernelGlobals *kg, int object)
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{
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if(object == OBJECT_NONE)
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return make_float3(0.0f, 0.0f, 0.0f);
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int offset = object*OBJECT_SIZE + OBJECT_DUPLI;
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float4 f = kernel_tex_fetch(__objects, offset);
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return make_float3(f.x, f.y, f.z);
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}
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/* UV texture coordinate on surface from where object was instanced */
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ccl_device_inline float3 object_dupli_uv(KernelGlobals *kg, int object)
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{
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if(object == OBJECT_NONE)
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return make_float3(0.0f, 0.0f, 0.0f);
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int offset = object*OBJECT_SIZE + OBJECT_DUPLI;
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float4 f = kernel_tex_fetch(__objects, offset + 1);
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return make_float3(f.x, f.y, 0.0f);
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}
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/* Information about mesh for motion blurred triangles and curves */
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ccl_device_inline void object_motion_info(KernelGlobals *kg, int object, int *numsteps, int *numverts, int *numkeys)
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{
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int offset = object*OBJECT_SIZE + OBJECT_DUPLI;
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if(numkeys) {
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float4 f = kernel_tex_fetch(__objects, offset);
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*numkeys = __float_as_int(f.w);
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}
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float4 f = kernel_tex_fetch(__objects, offset + 1);
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if(numsteps)
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*numsteps = __float_as_int(f.z);
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if(numverts)
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*numverts = __float_as_int(f.w);
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}
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/* Offset to an objects patch map */
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ccl_device_inline uint object_patch_map_offset(KernelGlobals *kg, int object)
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{
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if(object == OBJECT_NONE)
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return 0;
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int offset = object*OBJECT_SIZE + 11;
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float4 f = kernel_tex_fetch(__objects, offset);
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return __float_as_uint(f.x);
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}
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/* Pass ID for shader */
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ccl_device int shader_pass_id(KernelGlobals *kg, const ShaderData *sd)
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{
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return kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*SHADER_SIZE + 1);
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}
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/* Particle data from which object was instanced */
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ccl_device_inline float particle_index(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 0);
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return f.x;
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}
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ccl_device float particle_age(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 0);
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return f.y;
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}
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ccl_device float particle_lifetime(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 0);
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return f.z;
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}
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ccl_device float particle_size(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 0);
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return f.w;
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}
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ccl_device float4 particle_rotation(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 1);
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return f;
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}
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ccl_device float3 particle_location(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f = kernel_tex_fetch(__particles, offset + 2);
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return make_float3(f.x, f.y, f.z);
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}
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ccl_device float3 particle_velocity(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f2 = kernel_tex_fetch(__particles, offset + 2);
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float4 f3 = kernel_tex_fetch(__particles, offset + 3);
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return make_float3(f2.w, f3.x, f3.y);
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}
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ccl_device float3 particle_angular_velocity(KernelGlobals *kg, int particle)
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{
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int offset = particle*PARTICLE_SIZE;
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float4 f3 = kernel_tex_fetch(__particles, offset + 3);
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float4 f4 = kernel_tex_fetch(__particles, offset + 4);
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return make_float3(f3.z, f3.w, f4.x);
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}
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/* Object intersection in BVH */
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ccl_device_inline float3 bvh_clamp_direction(float3 dir)
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{
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/* clamp absolute values by exp2f(-80.0f) to avoid division by zero when calculating inverse direction */
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#if defined(__KERNEL_SSE__) && defined(__KERNEL_SSE2__)
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const ssef oopes(8.271806E-25f,8.271806E-25f,8.271806E-25f,0.0f);
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const ssef mask = _mm_cmpgt_ps(fabs(dir), oopes);
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const ssef signdir = signmsk(dir.m128) | oopes;
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# ifndef __KERNEL_AVX__
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ssef res = mask & ssef(dir);
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res = _mm_or_ps(res,_mm_andnot_ps(mask, signdir));
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# else
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ssef res = _mm_blendv_ps(signdir, dir, mask);
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# endif
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return float3(res);
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#else /* __KERNEL_SSE__ && __KERNEL_SSE2__ */
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const float ooeps = 8.271806E-25f;
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return make_float3((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x),
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(fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y),
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(fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z));
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#endif /* __KERNEL_SSE__ && __KERNEL_SSE2__ */
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}
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ccl_device_inline float3 bvh_inverse_direction(float3 dir)
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{
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/* TODO(sergey): Currently disabled, gives speedup but causes precision issues. */
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#if defined(__KERNEL_SSE__) && 0
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return rcp(dir);
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#else
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return 1.0f / dir;
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#endif
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}
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/* Transform ray into object space to enter static object in BVH */
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ccl_device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, ccl_addr_space float *t)
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{
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Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
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*P = transform_point(&tfm, ray->P);
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float len;
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*dir = bvh_clamp_direction(normalize_len(transform_direction(&tfm, ray->D), &len));
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*idir = bvh_inverse_direction(*dir);
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if(*t != FLT_MAX)
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*t *= len;
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}
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#ifdef __QBVH__
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/* Same as above, but optimized for QBVH scene intersection,
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* which needs to modify two max distances.
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*
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* TODO(sergey): Investigate if passing NULL instead of t1 gets optimized
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* so we can avoid having this duplication.
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*/
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ccl_device_inline void qbvh_instance_push(KernelGlobals *kg,
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int object,
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const Ray *ray,
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float3 *P,
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float3 *dir,
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float3 *idir,
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float *t,
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float *t1)
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{
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Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
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*P = transform_point(&tfm, ray->P);
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float len;
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*dir = bvh_clamp_direction(normalize_len(transform_direction(&tfm, ray->D), &len));
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*idir = bvh_inverse_direction(*dir);
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if(*t != FLT_MAX)
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*t *= len;
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if(*t1 != -FLT_MAX)
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*t1 *= len;
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}
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#endif
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/* Transorm ray to exit static object in BVH */
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ccl_device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, ccl_addr_space float *t)
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{
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if(*t != FLT_MAX) {
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Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
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*t /= len(transform_direction(&tfm, ray->D));
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}
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*P = ray->P;
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*dir = bvh_clamp_direction(ray->D);
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*idir = bvh_inverse_direction(*dir);
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}
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/* Same as above, but returns scale factor to apply to multiple intersection distances */
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ccl_device_inline void bvh_instance_pop_factor(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t_fac)
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{
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Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
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*t_fac = 1.0f / len(transform_direction(&tfm, ray->D));
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|
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*P = ray->P;
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*dir = bvh_clamp_direction(ray->D);
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*idir = bvh_inverse_direction(*dir);
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}
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#ifdef __OBJECT_MOTION__
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/* Transform ray into object space to enter motion blurred object in BVH */
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|
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ccl_device_inline void bvh_instance_motion_push(KernelGlobals *kg,
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int object,
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const Ray *ray,
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float3 *P,
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float3 *dir,
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float3 *idir,
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ccl_addr_space float *t,
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Transform *itfm)
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{
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object_fetch_transform_motion_test(kg, object, ray->time, itfm);
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|
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*P = transform_point(itfm, ray->P);
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|
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float len;
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*dir = bvh_clamp_direction(normalize_len(transform_direction(itfm, ray->D), &len));
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*idir = bvh_inverse_direction(*dir);
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|
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if(*t != FLT_MAX)
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*t *= len;
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}
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#ifdef __QBVH__
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/* Same as above, but optimized for QBVH scene intersection,
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* which needs to modify two max distances.
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*
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* TODO(sergey): Investigate if passing NULL instead of t1 gets optimized
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|
* so we can avoid having this duplication.
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|
*/
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|
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 void bvh_instance_motion_pop(KernelGlobals *kg,
|
|
int object,
|
|
const Ray *ray,
|
|
float3 *P,
|
|
float3 *dir,
|
|
float3 *idir,
|
|
ccl_addr_space 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);
|
|
}
|
|
|
|
/* 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
|
|
|