forked from bartvdbraak/blender
a6bbf05ba6
The code is disabled by default, but we'd better keep it all correct.
433 lines
13 KiB
C
433 lines
13 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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/* Workaround stupidness of CUDA/OpenCL which doesn't allow to access indexed
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* component of float3 value.
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*/
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#ifndef __KERNEL_CPU__
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# define IDX(vec, idx) \
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((idx == 0) ? ((vec).x) : ( (idx == 1) ? ((vec).y) : ((vec).z) ))
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#else
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# define IDX(vec, idx) ((vec)[idx])
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#endif
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/* Ray-Triangle intersection for BVH traversal
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*
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* Sven Woop
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* Watertight Ray/Triangle Intersection
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*
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* http://jcgt.org/published/0002/01/05/paper.pdf
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*/
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/* Precalculated data for the ray->tri intersection. */
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typedef struct IsectPrecalc {
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/* Maximal dimension kz, and orthogonal dimensions. */
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int kx, ky, kz;
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/* Shear constants. */
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float Sx, Sy, Sz;
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} IsectPrecalc;
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#if defined(__KERNEL_CUDA__)
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# if (defined(i386) || defined(_M_IX86))
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# if __CUDA_ARCH__ > 500
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ccl_device_noinline
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# else /* __CUDA_ARCH__ > 500 */
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ccl_device_inline
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# endif /* __CUDA_ARCH__ > 500 */
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# else /* (defined(i386) || defined(_M_IX86)) */
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# if defined(__KERNEL_EXPERIMENTAL__) && (__CUDA_ARCH__ >= 500)
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ccl_device_noinline
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# else
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ccl_device_inline
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# endif
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# endif /* (defined(i386) || defined(_M_IX86)) */
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#elif defined(__KERNEL_OPENCL_APPLE__)
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ccl_device_noinline
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#else /* defined(__KERNEL_OPENCL_APPLE__) */
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ccl_device_inline
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#endif /* defined(__KERNEL_OPENCL_APPLE__) */
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void triangle_intersect_precalc(float3 dir,
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IsectPrecalc *isect_precalc)
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{
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/* Calculate dimension where the ray direction is maximal. */
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int kz = util_max_axis(make_float3(fabsf(dir.x),
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fabsf(dir.y),
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fabsf(dir.z)));
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int kx = kz + 1; if(kx == 3) kx = 0;
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int ky = kx + 1; if(ky == 3) ky = 0;
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/* Swap kx and ky dimensions to preserve winding direction of triangles. */
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if(IDX(dir, kz) < 0.0f) {
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int tmp = kx;
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kx = ky;
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ky = tmp;
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}
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/* Calculate the shear constants. */
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float inv_dir_z = 1.0f / IDX(dir, kz);
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isect_precalc->Sx = IDX(dir, kx) * inv_dir_z;
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isect_precalc->Sy = IDX(dir, ky) * inv_dir_z;
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isect_precalc->Sz = inv_dir_z;
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/* Store the dimensions. */
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isect_precalc->kx = kx;
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isect_precalc->ky = ky;
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isect_precalc->kz = kz;
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}
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/* TODO(sergey): Make it general utility function. */
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ccl_device_inline float xor_signmask(float x, int y)
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{
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return __int_as_float(__float_as_int(x) ^ y);
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}
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ccl_device_inline bool triangle_intersect(KernelGlobals *kg,
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const IsectPrecalc *isect_precalc,
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Intersection *isect,
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float3 P,
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uint visibility,
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int object,
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int triAddr)
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{
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const int kx = isect_precalc->kx;
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const int ky = isect_precalc->ky;
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const int kz = isect_precalc->kz;
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const float Sx = isect_precalc->Sx;
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const float Sy = isect_precalc->Sy;
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const float Sz = isect_precalc->Sz;
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/* Calculate vertices relative to ray origin. */
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const float4 tri_a = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0),
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tri_b = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1),
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tri_c = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
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const float3 A = make_float3(tri_a.x - P.x, tri_a.y - P.y, tri_a.z - P.z);
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const float3 B = make_float3(tri_b.x - P.x, tri_b.y - P.y, tri_b.z - P.z);
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const float3 C = make_float3(tri_c.x - P.x, tri_c.y - P.y, tri_c.z - P.z);
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const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz);
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const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz);
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const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(C, kz);
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/* Perform shear and scale of vertices. */
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const float Ax = A_kx - Sx * A_kz;
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const float Ay = A_ky - Sy * A_kz;
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const float Bx = B_kx - Sx * B_kz;
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const float By = B_ky - Sy * B_kz;
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const float Cx = C_kx - Sx * C_kz;
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const float Cy = C_ky - Sy * C_kz;
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/* Calculate scaled barycentric coordinates. */
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float U = Cx * By - Cy * Bx;
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float V = Ax * Cy - Ay * Cx;
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float W = Bx * Ay - By * Ax;
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if((U < 0.0f || V < 0.0f || W < 0.0f) &&
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(U > 0.0f || V > 0.0f || W > 0.0f))
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{
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return false;
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}
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/* Calculate determinant. */
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float det = U + V + W;
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if(UNLIKELY(det == 0.0f)) {
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return false;
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}
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/* Calculate scaled z-coordinates of vertices and use them to calculate
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* the hit distance.
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*/
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const float T = (U * A_kz + V * B_kz + W * C_kz) * Sz;
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const int sign_det = (__float_as_int(det) & 0x80000000);
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const float sign_T = xor_signmask(T, sign_det);
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if((sign_T < 0.0f) ||
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(sign_T > isect->t * xor_signmask(det, sign_det)))
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{
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return false;
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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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if(kernel_tex_fetch(__prim_visibility, triAddr) & visibility)
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#endif
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{
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#ifdef __KERNEL_GPU__
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float4 a = tri_b - tri_a, b = tri_c - tri_a;
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if(len_squared(make_float3(a.y*b.z - a.z*b.y,
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a.z*b.x - a.x*b.z,
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a.x*b.y - a.y*b.x)) == 0.0f)
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{
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return false;
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}
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#endif
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/* Normalize U, V, W, and T. */
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const float inv_det = 1.0f / det;
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isect->prim = triAddr;
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isect->object = object;
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isect->type = PRIMITIVE_TRIANGLE;
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isect->u = U * inv_det;
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isect->v = V * inv_det;
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isect->t = T * inv_det;
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return true;
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}
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return false;
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}
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/* Special ray intersection routines for subsurface scattering. 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 __SUBSURFACE__
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ccl_device_inline void triangle_intersect_subsurface(
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KernelGlobals *kg,
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const IsectPrecalc *isect_precalc,
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SubsurfaceIntersection *ss_isect,
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float3 P,
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int object,
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int triAddr,
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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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const int kx = isect_precalc->kx;
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const int ky = isect_precalc->ky;
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const int kz = isect_precalc->kz;
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const float Sx = isect_precalc->Sx;
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const float Sy = isect_precalc->Sy;
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const float Sz = isect_precalc->Sz;
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/* Calculate vertices relative to ray origin. */
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const float4 tri_a = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0),
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tri_b = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1),
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tri_c = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
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const float3 A = make_float3(tri_a.x - P.x, tri_a.y - P.y, tri_a.z - P.z);
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const float3 B = make_float3(tri_b.x - P.x, tri_b.y - P.y, tri_b.z - P.z);
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const float3 C = make_float3(tri_c.x - P.x, tri_c.y - P.y, tri_c.z - P.z);
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const float A_kx = IDX(A, kx), A_ky = IDX(A, ky), A_kz = IDX(A, kz);
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const float B_kx = IDX(B, kx), B_ky = IDX(B, ky), B_kz = IDX(B, kz);
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const float C_kx = IDX(C, kx), C_ky = IDX(C, ky), C_kz = IDX(C, kz);
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/* Perform shear and scale of vertices. */
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const float Ax = A_kx - Sx * A_kz;
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const float Ay = A_ky - Sy * A_kz;
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const float Bx = B_kx - Sx * B_kz;
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const float By = B_ky - Sy * B_kz;
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const float Cx = C_kx - Sx * C_kz;
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const float Cy = C_ky - Sy * C_kz;
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/* Calculate scaled barycentric coordinates. */
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float U = Cx * By - Cy * Bx;
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float V = Ax * Cy - Ay * Cx;
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float W = Bx * Ay - By * Ax;
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if((U < 0.0f || V < 0.0f || W < 0.0f) &&
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(U > 0.0f || V > 0.0f || W > 0.0f))
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{
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return;
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}
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/* Calculate determinant. */
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float det = U + V + W;
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if(UNLIKELY(det == 0.0f)) {
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return;
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}
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/* Calculate scaled z−coordinates of vertices and use them to calculate
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* the hit distance.
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*/
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const int sign_det = (__float_as_int(det) & 0x80000000);
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const float T = (U * A_kz + V * B_kz + W * C_kz) * Sz;
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const float sign_T = xor_signmask(T, sign_det);
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if((sign_T < 0.0f) ||
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(sign_T > tmax * xor_signmask(det, sign_det)))
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{
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return;
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}
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/* Normalize U, V, W, and T. */
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const float inv_det = 1.0f / det;
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ss_isect->num_hits++;
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int hit;
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if(ss_isect->num_hits <= max_hits) {
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hit = ss_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) % ss_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 = &ss_isect->hits[hit];
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isect->prim = triAddr;
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isect->object = object;
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isect->type = PRIMITIVE_TRIANGLE;
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isect->u = U * inv_det;
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isect->v = V * inv_det;
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isect->t = T * inv_det;
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/* Record geometric normal. */
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/* TODO(sergey): Use float4_to_float3() on just an edges. */
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const float3 v0 = float4_to_float3(tri_a);
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const float3 v1 = float4_to_float3(tri_b);
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const float3 v2 = float4_to_float3(tri_c);
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ss_isect->Ng[hit] = normalize(cross(v1 - v0, v2 - v0));
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}
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#endif
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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 = ccl_fetch(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 float4 tri_a = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0),
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tri_b = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+1),
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tri_c = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+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 rt = dot(edge2, qvec) / dot(edge1, pvec);
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P = P + D*rt;
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if(isect->object != OBJECT_NONE) {
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#ifdef __OBJECT_MOTION__
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Transform tfm = ccl_fetch(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_subsurface(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 = ccl_fetch(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 float4 tri_a = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0),
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tri_b = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+1),
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tri_c = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+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 rt = dot(edge2, qvec) / dot(edge1, pvec);
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P = P + D*rt;
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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 = ccl_fetch(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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#undef IDX
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CCL_NAMESPACE_END
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