Cycles code refactor: move more geometry code into per primitive files.

This commit is contained in:
Brecht Van Lommel 2014-03-29 13:03:45 +01:00
parent 84470a1190
commit 41d1675053
10 changed files with 1129 additions and 1251 deletions

File diff suppressed because it is too large Load Diff

@ -216,7 +216,7 @@ ccl_device uint BVH_FUNCTION_NAME(KernelGlobals *kg, const Ray *ray, Intersectio
if(tri_object == subsurface_object) {
/* intersect ray against primitive */
bvh_triangle_intersect_subsurface(kg, isect_array, P, idir, object, primAddr, isect_t, &num_hits, lcg_state, max_hits);
triangle_intersect_subsurface(kg, isect_array, P, idir, object, primAddr, isect_t, &num_hits, lcg_state, max_hits);
}
}
}

@ -41,7 +41,6 @@ ccl_device bool BVH_FUNCTION_NAME
* - test if pushing distance on the stack helps (for non shadow rays)
* - separate version for shadow rays
* - likely and unlikely for if() statements
* - SSE for hair
* - test restrict attribute for pointers
*/
@ -258,18 +257,18 @@ ccl_device bool BVH_FUNCTION_NAME
if(kernel_data.curve.curveflags & CURVE_KN_INTERPOLATE)
#if FEATURE(BVH_HAIR_MINIMUM_WIDTH)
hit = bvh_cardinal_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment, lcg_state, difl, extmax);
hit = bvh_cardinal_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, ray->time, segment, lcg_state, difl, extmax);
else
hit = bvh_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment, lcg_state, difl, extmax);
hit = bvh_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, ray->time, segment, lcg_state, difl, extmax);
#else
hit = bvh_cardinal_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment);
hit = bvh_cardinal_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, ray->time, segment);
else
hit = bvh_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, segment);
hit = bvh_curve_intersect(kg, isect, P, idir, visibility, object, primAddr, ray->time, segment);
#endif
}
else
#endif
hit = bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
hit = triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
/* shadow ray early termination */
#if defined(__KERNEL_SSE2__)

@ -1,6 +1,4 @@
/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
@ -11,7 +9,7 @@
* 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
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
@ -133,5 +131,822 @@ ccl_device float3 curve_tangent_normal(KernelGlobals *kg, ShaderData *sd)
#endif
#ifdef __HAIR__
ccl_device_inline void curvebounds(float *lower, float *upper, float *extremta, float *extrema, float *extremtb, float *extremb, float p0, float p1, float p2, float p3)
{
float halfdiscroot = (p2 * p2 - 3 * p3 * p1);
float ta = -1.0f;
float tb = -1.0f;
*extremta = -1.0f;
*extremtb = -1.0f;
*upper = p0;
*lower = p0 + p1 + p2 + p3;
*extrema = *upper;
*extremb = *lower;
if(*lower >= *upper) {
*upper = *lower;
*lower = p0;
}
if(halfdiscroot >= 0) {
halfdiscroot = sqrt(halfdiscroot);
ta = (-p2 - halfdiscroot) / (3 * p3);
tb = (-p2 + halfdiscroot) / (3 * p3);
}
float t2;
float t3;
if(ta > 0.0f && ta < 1.0f) {
t2 = ta * ta;
t3 = t2 * ta;
*extremta = ta;
*extrema = p3 * t3 + p2 * t2 + p1 * ta + p0;
if(*extrema > *upper) {
*upper = *extrema;
}
if(*extrema < *lower) {
*lower = *extrema;
}
}
if(tb > 0.0f && tb < 1.0f) {
t2 = tb * tb;
t3 = t2 * tb;
*extremtb = tb;
*extremb = p3 * t3 + p2 * t2 + p1 * tb + p0;
if(*extremb >= *upper) {
*upper = *extremb;
}
if(*extremb <= *lower) {
*lower = *extremb;
}
}
}
#ifdef __KERNEL_SSE2__
ccl_device_inline __m128 transform_point_T3(const __m128 t[3], const __m128 &a)
{
return fma(broadcast<0>(a), t[0], fma(broadcast<1>(a), t[1], _mm_mul_ps(broadcast<2>(a), t[2])));
}
#endif
#ifdef __KERNEL_SSE2__
/* Pass P and idir by reference to aligned vector */
ccl_device_inline bool bvh_cardinal_curve_intersect(KernelGlobals *kg, Intersection *isect,
const float3 &P, const float3 &idir, uint visibility, int object, int curveAddr, float time, int segment, uint *lcg_state, float difl, float extmax)
#else
ccl_device_inline bool bvh_cardinal_curve_intersect(KernelGlobals *kg, Intersection *isect,
float3 P, float3 idir, uint visibility, int object, int curveAddr, float time, int segment, uint *lcg_state, float difl, float extmax)
#endif
{
float epsilon = 0.0f;
float r_st, r_en;
int depth = kernel_data.curve.subdivisions;
int flags = kernel_data.curve.curveflags;
int prim = kernel_tex_fetch(__prim_index, curveAddr);
#ifdef __KERNEL_SSE2__
__m128 vdir = _mm_div_ps(_mm_set1_ps(1.0f), load_m128(idir));
__m128 vcurve_coef[4];
const float3 *curve_coef = (float3 *)vcurve_coef;
{
__m128 dtmp = _mm_mul_ps(vdir, vdir);
__m128 d_ss = _mm_sqrt_ss(_mm_add_ss(dtmp, broadcast<2>(dtmp)));
__m128 rd_ss = _mm_div_ss(_mm_set_ss(1.0f), d_ss);
__m128i v00vec = _mm_load_si128((__m128i *)&kg->__curves.data[prim]);
int2 &v00 = (int2 &)v00vec;
int k0 = v00.x + segment;
int k1 = k0 + 1;
int ka = max(k0 - 1, v00.x);
int kb = min(k1 + 1, v00.x + v00.y - 1);
__m128 P_curve[4];
P_curve[0] = _mm_load_ps(&kg->__curve_keys.data[ka].x);
P_curve[1] = _mm_load_ps(&kg->__curve_keys.data[k0].x);
P_curve[2] = _mm_load_ps(&kg->__curve_keys.data[k1].x);
P_curve[3] = _mm_load_ps(&kg->__curve_keys.data[kb].x);
__m128 rd_sgn = set_sign_bit<0, 1, 1, 1>(broadcast<0>(rd_ss));
__m128 mul_zxxy = _mm_mul_ps(shuffle<2, 0, 0, 1>(vdir), rd_sgn);
__m128 mul_yz = _mm_mul_ps(shuffle<1, 2, 1, 2>(vdir), mul_zxxy);
__m128 mul_shuf = shuffle<0, 1, 2, 3>(mul_zxxy, mul_yz);
__m128 vdir0 = _mm_and_ps(vdir, _mm_castsi128_ps(_mm_setr_epi32(0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0)));
__m128 htfm0 = shuffle<0, 2, 0, 3>(mul_shuf, vdir0);
__m128 htfm1 = shuffle<1, 0, 1, 3>(_mm_set_ss(_mm_cvtss_f32(d_ss)), vdir0);
__m128 htfm2 = shuffle<1, 3, 2, 3>(mul_shuf, vdir0);
__m128 htfm[] = { htfm0, htfm1, htfm2 };
__m128 vP = load_m128(P);
__m128 p0 = transform_point_T3(htfm, _mm_sub_ps(P_curve[0], vP));
__m128 p1 = transform_point_T3(htfm, _mm_sub_ps(P_curve[1], vP));
__m128 p2 = transform_point_T3(htfm, _mm_sub_ps(P_curve[2], vP));
__m128 p3 = transform_point_T3(htfm, _mm_sub_ps(P_curve[3], vP));
float fc = 0.71f;
__m128 vfc = _mm_set1_ps(fc);
__m128 vfcxp3 = _mm_mul_ps(vfc, p3);
vcurve_coef[0] = p1;
vcurve_coef[1] = _mm_mul_ps(vfc, _mm_sub_ps(p2, p0));
vcurve_coef[2] = fma(_mm_set1_ps(fc * 2.0f), p0, fma(_mm_set1_ps(fc - 3.0f), p1, fms(_mm_set1_ps(3.0f - 2.0f * fc), p2, vfcxp3)));
vcurve_coef[3] = fms(_mm_set1_ps(fc - 2.0f), _mm_sub_ps(p2, p1), fms(vfc, p0, vfcxp3));
r_st = ((float4 &)P_curve[1]).w;
r_en = ((float4 &)P_curve[2]).w;
}
#else
float3 curve_coef[4];
/* curve Intersection check */
float3 dir = 1.0f/idir;
/* obtain curve parameters */
{
/* ray transform created - this should be created at beginning of intersection loop */
Transform htfm;
float d = sqrtf(dir.x * dir.x + dir.z * dir.z);
htfm = make_transform(
dir.z / d, 0, -dir.x /d, 0,
-dir.x * dir.y /d, d, -dir.y * dir.z /d, 0,
dir.x, dir.y, dir.z, 0,
0, 0, 0, 1);
float4 v00 = kernel_tex_fetch(__curves, prim);
int k0 = __float_as_int(v00.x) + segment;
int k1 = k0 + 1;
int ka = max(k0 - 1,__float_as_int(v00.x));
int kb = min(k1 + 1,__float_as_int(v00.x) + __float_as_int(v00.y) - 1);
float4 P_curve[4];
P_curve[0] = kernel_tex_fetch(__curve_keys, ka);
P_curve[1] = kernel_tex_fetch(__curve_keys, k0);
P_curve[2] = kernel_tex_fetch(__curve_keys, k1);
P_curve[3] = kernel_tex_fetch(__curve_keys, kb);
float3 p0 = transform_point(&htfm, float4_to_float3(P_curve[0]) - P);
float3 p1 = transform_point(&htfm, float4_to_float3(P_curve[1]) - P);
float3 p2 = transform_point(&htfm, float4_to_float3(P_curve[2]) - P);
float3 p3 = transform_point(&htfm, float4_to_float3(P_curve[3]) - P);
float fc = 0.71f;
curve_coef[0] = p1;
curve_coef[1] = -fc*p0 + fc*p2;
curve_coef[2] = 2.0f * fc * p0 + (fc - 3.0f) * p1 + (3.0f - 2.0f * fc) * p2 - fc * p3;
curve_coef[3] = -fc * p0 + (2.0f - fc) * p1 + (fc - 2.0f) * p2 + fc * p3;
r_st = P_curve[1].w;
r_en = P_curve[2].w;
}
#endif
float r_curr = max(r_st, r_en);
if((flags & CURVE_KN_RIBBONS) || !(flags & CURVE_KN_BACKFACING))
epsilon = 2 * r_curr;
/* find bounds - this is slow for cubic curves */
float upper, lower;
float zextrem[4];
curvebounds(&lower, &upper, &zextrem[0], &zextrem[1], &zextrem[2], &zextrem[3], curve_coef[0].z, curve_coef[1].z, curve_coef[2].z, curve_coef[3].z);
if(lower - r_curr > isect->t || upper + r_curr < epsilon)
return false;
/* minimum width extension */
float mw_extension = min(difl * fabsf(upper), extmax);
float r_ext = mw_extension + r_curr;
float xextrem[4];
curvebounds(&lower, &upper, &xextrem[0], &xextrem[1], &xextrem[2], &xextrem[3], curve_coef[0].x, curve_coef[1].x, curve_coef[2].x, curve_coef[3].x);
if(lower > r_ext || upper < -r_ext)
return false;
float yextrem[4];
curvebounds(&lower, &upper, &yextrem[0], &yextrem[1], &yextrem[2], &yextrem[3], curve_coef[0].y, curve_coef[1].y, curve_coef[2].y, curve_coef[3].y);
if(lower > r_ext || upper < -r_ext)
return false;
/* setup recurrent loop */
int level = 1 << depth;
int tree = 0;
float resol = 1.0f / (float)level;
bool hit = false;
/* begin loop */
while(!(tree >> (depth))) {
float i_st = tree * resol;
float i_en = i_st + (level * resol);
#ifdef __KERNEL_SSE2__
__m128 vi_st = _mm_set1_ps(i_st), vi_en = _mm_set1_ps(i_en);
__m128 vp_st = fma(fma(fma(vcurve_coef[3], vi_st, vcurve_coef[2]), vi_st, vcurve_coef[1]), vi_st, vcurve_coef[0]);
__m128 vp_en = fma(fma(fma(vcurve_coef[3], vi_en, vcurve_coef[2]), vi_en, vcurve_coef[1]), vi_en, vcurve_coef[0]);
__m128 vbmin = _mm_min_ps(vp_st, vp_en);
__m128 vbmax = _mm_max_ps(vp_st, vp_en);
float3 &bmin = (float3 &)vbmin, &bmax = (float3 &)vbmax;
float &bminx = bmin.x, &bminy = bmin.y, &bminz = bmin.z;
float &bmaxx = bmax.x, &bmaxy = bmax.y, &bmaxz = bmax.z;
float3 &p_st = (float3 &)vp_st, &p_en = (float3 &)vp_en;
#else
float3 p_st = ((curve_coef[3] * i_st + curve_coef[2]) * i_st + curve_coef[1]) * i_st + curve_coef[0];
float3 p_en = ((curve_coef[3] * i_en + curve_coef[2]) * i_en + curve_coef[1]) * i_en + curve_coef[0];
float bminx = min(p_st.x, p_en.x);
float bmaxx = max(p_st.x, p_en.x);
float bminy = min(p_st.y, p_en.y);
float bmaxy = max(p_st.y, p_en.y);
float bminz = min(p_st.z, p_en.z);
float bmaxz = max(p_st.z, p_en.z);
#endif
if(xextrem[0] >= i_st && xextrem[0] <= i_en) {
bminx = min(bminx,xextrem[1]);
bmaxx = max(bmaxx,xextrem[1]);
}
if(xextrem[2] >= i_st && xextrem[2] <= i_en) {
bminx = min(bminx,xextrem[3]);
bmaxx = max(bmaxx,xextrem[3]);
}
if(yextrem[0] >= i_st && yextrem[0] <= i_en) {
bminy = min(bminy,yextrem[1]);
bmaxy = max(bmaxy,yextrem[1]);
}
if(yextrem[2] >= i_st && yextrem[2] <= i_en) {
bminy = min(bminy,yextrem[3]);
bmaxy = max(bmaxy,yextrem[3]);
}
if(zextrem[0] >= i_st && zextrem[0] <= i_en) {
bminz = min(bminz,zextrem[1]);
bmaxz = max(bmaxz,zextrem[1]);
}
if(zextrem[2] >= i_st && zextrem[2] <= i_en) {
bminz = min(bminz,zextrem[3]);
bmaxz = max(bmaxz,zextrem[3]);
}
float r1 = r_st + (r_en - r_st) * i_st;
float r2 = r_st + (r_en - r_st) * i_en;
r_curr = max(r1, r2);
mw_extension = min(difl * fabsf(bmaxz), extmax);
float r_ext = mw_extension + r_curr;
float coverage = 1.0f;
if (bminz - r_curr > isect->t || bmaxz + r_curr < epsilon || bminx > r_ext|| bmaxx < -r_ext|| bminy > r_ext|| bmaxy < -r_ext) {
/* the bounding box does not overlap the square centered at O */
tree += level;
level = tree & -tree;
}
else if (level == 1) {
/* the maximum recursion depth is reached.
* check if dP0.(Q-P0)>=0 and dPn.(Pn-Q)>=0.
* dP* is reversed if necessary.*/
float t = isect->t;
float u = 0.0f;
if(flags & CURVE_KN_RIBBONS) {
float3 tg = (p_en - p_st);
float w = tg.x * tg.x + tg.y * tg.y;
if (w == 0) {
tree++;
level = tree & -tree;
continue;
}
w = -(p_st.x * tg.x + p_st.y * tg.y) / w;
w = clamp((float)w, 0.0f, 1.0f);
/* compute u on the curve segment */
u = i_st * (1 - w) + i_en * w;
r_curr = r_st + (r_en - r_st) * u;
/* compare x-y distances */
float3 p_curr = ((curve_coef[3] * u + curve_coef[2]) * u + curve_coef[1]) * u + curve_coef[0];
float3 dp_st = (3 * curve_coef[3] * i_st + 2 * curve_coef[2]) * i_st + curve_coef[1];
if (dot(tg, dp_st)< 0)
dp_st *= -1;
if (dot(dp_st, -p_st) + p_curr.z * dp_st.z < 0) {
tree++;
level = tree & -tree;
continue;
}
float3 dp_en = (3 * curve_coef[3] * i_en + 2 * curve_coef[2]) * i_en + curve_coef[1];
if (dot(tg, dp_en) < 0)
dp_en *= -1;
if (dot(dp_en, p_en) - p_curr.z * dp_en.z < 0) {
tree++;
level = tree & -tree;
continue;
}
/* compute coverage */
float r_ext = r_curr;
coverage = 1.0f;
if(difl != 0.0f) {
mw_extension = min(difl * fabsf(bmaxz), extmax);
r_ext = mw_extension + r_curr;
float d = sqrtf(p_curr.x * p_curr.x + p_curr.y * p_curr.y);
float d0 = d - r_curr;
float d1 = d + r_curr;
if (d0 >= 0)
coverage = (min(d1 / mw_extension, 1.0f) - min(d0 / mw_extension, 1.0f)) * 0.5f;
else // inside
coverage = (min(d1 / mw_extension, 1.0f) + min(-d0 / mw_extension, 1.0f)) * 0.5f;
}
if (p_curr.x * p_curr.x + p_curr.y * p_curr.y >= r_ext * r_ext || p_curr.z <= epsilon || isect->t < p_curr.z) {
tree++;
level = tree & -tree;
continue;
}
t = p_curr.z;
}
else {
float l = len(p_en - p_st);
/* minimum width extension */
float or1 = r1;
float or2 = r2;
if(difl != 0.0f) {
mw_extension = min(len(p_st - P) * difl, extmax);
or1 = r1 < mw_extension ? mw_extension : r1;
mw_extension = min(len(p_en - P) * difl, extmax);
or2 = r2 < mw_extension ? mw_extension : r2;
}
/* --- */
float3 tg = (p_en - p_st) / l;
float gd = (or2 - or1) / l;
float difz = -dot(p_st,tg);
float cyla = 1.0f - (tg.z * tg.z * (1 + gd*gd));
float halfb = (-p_st.z - tg.z*(difz + gd*(difz*gd + or1)));
float tcentre = -halfb/cyla;
float zcentre = difz + (tg.z * tcentre);
float3 tdif = - p_st;
tdif.z += tcentre;
float tdifz = dot(tdif,tg);
float tb = 2*(tdif.z - tg.z*(tdifz + gd*(tdifz*gd + or1)));
float tc = dot(tdif,tdif) - tdifz * tdifz * (1 + gd*gd) - or1*or1 - 2*or1*tdifz*gd;
float td = tb*tb - 4*cyla*tc;
if (td < 0.0f) {
tree++;
level = tree & -tree;
continue;
}
float rootd = sqrtf(td);
float correction = ((-tb - rootd)/(2*cyla));
t = tcentre + correction;
float3 dp_st = (3 * curve_coef[3] * i_st + 2 * curve_coef[2]) * i_st + curve_coef[1];
if (dot(tg, dp_st)< 0)
dp_st *= -1;
float3 dp_en = (3 * curve_coef[3] * i_en + 2 * curve_coef[2]) * i_en + curve_coef[1];
if (dot(tg, dp_en) < 0)
dp_en *= -1;
if(flags & CURVE_KN_BACKFACING && (dot(dp_st, -p_st) + t * dp_st.z < 0 || dot(dp_en, p_en) - t * dp_en.z < 0 || isect->t < t || t <= 0.0f)) {
correction = ((-tb + rootd)/(2*cyla));
t = tcentre + correction;
}
if (dot(dp_st, -p_st) + t * dp_st.z < 0 || dot(dp_en, p_en) - t * dp_en.z < 0 || isect->t < t || t <= 0.0f) {
tree++;
level = tree & -tree;
continue;
}
float w = (zcentre + (tg.z * correction))/l;
w = clamp((float)w, 0.0f, 1.0f);
/* compute u on the curve segment */
u = i_st * (1 - w) + i_en * w;
r_curr = r1 + (r2 - r1) * w;
r_ext = or1 + (or2 - or1) * w;
coverage = r_curr/r_ext;
}
/* we found a new intersection */
/* stochastic fade from minimum width */
if(lcg_state && coverage != 1.0f) {
if(lcg_step_float(lcg_state) > coverage)
return hit;
}
#ifdef __VISIBILITY_FLAG__
/* visibility flag test. we do it here under the assumption
* that most triangles are culled by node flags */
if(kernel_tex_fetch(__prim_visibility, curveAddr) & visibility)
#endif
{
/* record intersection */
isect->prim = curveAddr;
isect->object = object;
isect->segment = segment;
isect->u = u;
isect->v = 0.0f;
/*isect->v = 1.0f - coverage; */
isect->t = t;
hit = true;
}
tree++;
level = tree & -tree;
}
else {
/* split the curve into two curves and process */
level = level >> 1;
}
}
return hit;
}
ccl_device_inline bool bvh_curve_intersect(KernelGlobals *kg, Intersection *isect,
float3 P, float3 idir, uint visibility, int object, int curveAddr, float time, int segment, uint *lcg_state, float difl, float extmax)
{
/* define few macros to minimize code duplication for SSE */
#ifndef __KERNEL_SSE2__
#define len3_squared(x) len_squared(x)
#define len3(x) len(x)
#define dot3(x, y) dot(x, y)
#endif
/* curve Intersection check */
int flags = kernel_data.curve.curveflags;
int prim = kernel_tex_fetch(__prim_index, curveAddr);
float4 v00 = kernel_tex_fetch(__curves, prim);
int cnum = __float_as_int(v00.x);
int k0 = cnum + segment;
int k1 = k0 + 1;
#ifndef __KERNEL_SSE2__
float4 P_curve[2];
P_curve[0]= kernel_tex_fetch(__curve_keys, k0);
P_curve[1]= kernel_tex_fetch(__curve_keys, k1);
float or1 = P_curve[0].w;
float or2 = P_curve[1].w;
float3 p1 = float4_to_float3(P_curve[0]);
float3 p2 = float4_to_float3(P_curve[1]);
/* minimum width extension */
float r1 = or1;
float r2 = or2;
float3 dif = P - p1;
float3 dif_second = P - p2;
if(difl != 0.0f) {
float pixelsize = min(len3(dif) * difl, extmax);
r1 = or1 < pixelsize ? pixelsize : or1;
pixelsize = min(len3(dif_second) * difl, extmax);
r2 = or2 < pixelsize ? pixelsize : or2;
}
/* --- */
float3 dir = 1.0f / idir;
float3 p21_diff = p2 - p1;
float3 sphere_dif1 = (dif + dif_second) * 0.5f;
float sphere_b_tmp = dot3(dir, sphere_dif1);
float3 sphere_dif2 = sphere_dif1 - sphere_b_tmp * dir;
#else
const __m128 p1 = _mm_load_ps(&kg->__curve_keys.data[k0].x);
const __m128 p2 = _mm_load_ps(&kg->__curve_keys.data[k1].x);
const __m128 or12 = shuffle<3, 3, 3, 3>(p1, p2);
__m128 r12 = or12;
const __m128 vP = load_m128(P);
const __m128 dif = _mm_sub_ps(vP, p1);
const __m128 dif_second = _mm_sub_ps(vP, p2);
if(difl != 0.0f) {
const __m128 len1_sq = len3_squared_splat(dif);
const __m128 len2_sq = len3_squared_splat(dif_second);
const __m128 len12 = _mm_sqrt_ps(shuffle<0, 0, 0, 0>(len1_sq, len2_sq));
const __m128 pixelsize12 = _mm_min_ps(_mm_mul_ps(len12, _mm_set1_ps(difl)), _mm_set1_ps(extmax));
r12 = _mm_max_ps(or12, pixelsize12);
}
float or1 = _mm_cvtss_f32(or12), or2 = _mm_cvtss_f32(broadcast<2>(or12));
float r1 = _mm_cvtss_f32(r12), r2 = _mm_cvtss_f32(broadcast<2>(r12));
const __m128 dir = _mm_div_ps(_mm_set1_ps(1.0f), load_m128(idir));
const __m128 p21_diff = _mm_sub_ps(p2, p1);
const __m128 sphere_dif1 = _mm_mul_ps(_mm_add_ps(dif, dif_second), _mm_set1_ps(0.5f));
const __m128 sphere_b_tmp = dot3_splat(dir, sphere_dif1);
const __m128 sphere_dif2 = fnma(sphere_b_tmp, dir, sphere_dif1);
#endif
float mr = max(r1, r2);
float l = len3(p21_diff);
float invl = 1.0f / l;
float sp_r = mr + 0.5f * l;
float sphere_b = dot3(dir, sphere_dif2);
float sdisc = sphere_b * sphere_b - len3_squared(sphere_dif2) + sp_r * sp_r;
if(sdisc < 0.0f)
return false;
/* obtain parameters and test midpoint distance for suitable modes */
#ifndef __KERNEL_SSE2__
float3 tg = p21_diff * invl;
#else
const __m128 tg = _mm_mul_ps(p21_diff, _mm_set1_ps(invl));
#endif
float gd = (r2 - r1) * invl;
float dirz = dot3(dir, tg);
float difz = dot3(dif, tg);
float a = 1.0f - (dirz*dirz*(1 + gd*gd));
float halfb = dot3(dir, dif) - dirz*(difz + gd*(difz*gd + r1));
float tcentre = -halfb/a;
float zcentre = difz + (dirz * tcentre);
if((tcentre > isect->t) && !(flags & CURVE_KN_ACCURATE))
return false;
if((zcentre < 0 || zcentre > l) && !(flags & CURVE_KN_ACCURATE) && !(flags & CURVE_KN_INTERSECTCORRECTION))
return false;
/* test minimum separation */
#ifndef __KERNEL_SSE2__
float3 cprod = cross(tg, dir);
float cprod2sq = len3_squared(cross(tg, dif));
#else
const __m128 cprod = cross(tg, dir);
float cprod2sq = len3_squared(cross_zxy(tg, dif));
#endif
float cprodsq = len3_squared(cprod);
float distscaled = dot3(cprod, dif);
if(cprodsq == 0)
distscaled = cprod2sq;
else
distscaled = (distscaled*distscaled)/cprodsq;
if(distscaled > mr*mr)
return false;
/* calculate true intersection */
#ifndef __KERNEL_SSE2__
float3 tdif = dif + tcentre * dir;
#else
const __m128 tdif = fma(_mm_set1_ps(tcentre), dir, dif);
#endif
float tdifz = dot3(tdif, tg);
float tdifma = tdifz*gd + r1;
float tb = 2*(dot3(dir, tdif) - dirz*(tdifz + gd*tdifma));
float tc = dot3(tdif, tdif) - tdifz*tdifz - tdifma*tdifma;
float td = tb*tb - 4*a*tc;
if (td < 0.0f)
return false;
float rootd = 0.0f;
float correction = 0.0f;
if(flags & CURVE_KN_ACCURATE) {
rootd = sqrtf(td);
correction = ((-tb - rootd)/(2*a));
}
float t = tcentre + correction;
if(t < isect->t) {
if(flags & CURVE_KN_INTERSECTCORRECTION) {
rootd = sqrtf(td);
correction = ((-tb - rootd)/(2*a));
t = tcentre + correction;
}
float z = zcentre + (dirz * correction);
bool backface = false;
if(flags & CURVE_KN_BACKFACING && (t < 0.0f || z < 0 || z > l)) {
backface = true;
correction = ((-tb + rootd)/(2*a));
t = tcentre + correction;
z = zcentre + (dirz * correction);
}
/* stochastic fade from minimum width */
float adjradius = or1 + z * (or2 - or1) * invl;
adjradius = adjradius / (r1 + z * gd);
if(lcg_state && adjradius != 1.0f) {
if(lcg_step_float(lcg_state) > adjradius)
return false;
}
/* --- */
if(t > 0.0f && t < isect->t && z >= 0 && z <= l) {
if (flags & CURVE_KN_ENCLOSEFILTER) {
float enc_ratio = 1.01f;
if((difz > -r1 * enc_ratio) && (dot3(dif_second, tg) < r2 * enc_ratio)) {
float a2 = 1.0f - (dirz*dirz*(1 + gd*gd*enc_ratio*enc_ratio));
float c2 = dot3(dif, dif) - difz * difz * (1 + gd*gd*enc_ratio*enc_ratio) - r1*r1*enc_ratio*enc_ratio - 2*r1*difz*gd*enc_ratio;
if(a2*c2 < 0.0f)
return false;
}
}
#ifdef __VISIBILITY_FLAG__
/* visibility flag test. we do it here under the assumption
* that most triangles are culled by node flags */
if(kernel_tex_fetch(__prim_visibility, curveAddr) & visibility)
#endif
{
/* record intersection */
isect->prim = curveAddr;
isect->object = object;
isect->segment = segment;
isect->u = z*invl;
isect->v = td/(4*a*a);
/*isect->v = 1.0f - adjradius;*/
isect->t = t;
if(backface)
isect->u = -isect->u;
return true;
}
}
}
return false;
#ifndef __KERNEL_SSE2__
#undef len3_squared
#undef len3
#undef dot3
#endif
}
#endif
#ifdef __HAIR__
ccl_device_inline float3 curvetangent(float t, float3 p0, float3 p1, float3 p2, float3 p3)
{
float fc = 0.71f;
float data[4];
float t2 = t * t;
data[0] = -3.0f * fc * t2 + 4.0f * fc * t - fc;
data[1] = 3.0f * (2.0f - fc) * t2 + 2.0f * (fc - 3.0f) * t;
data[2] = 3.0f * (fc - 2.0f) * t2 + 2.0f * (3.0f - 2.0f * fc) * t + fc;
data[3] = 3.0f * fc * t2 - 2.0f * fc * t;
return data[0] * p0 + data[1] * p1 + data[2] * p2 + data[3] * p3;
}
ccl_device_inline float3 curvepoint(float t, float3 p0, float3 p1, float3 p2, float3 p3)
{
float data[4];
float fc = 0.71f;
float t2 = t * t;
float t3 = t2 * t;
data[0] = -fc * t3 + 2.0f * fc * t2 - fc * t;
data[1] = (2.0f - fc) * t3 + (fc - 3.0f) * t2 + 1.0f;
data[2] = (fc - 2.0f) * t3 + (3.0f - 2.0f * fc) * t2 + fc * t;
data[3] = fc * t3 - fc * t2;
return data[0] * p0 + data[1] * p1 + data[2] * p2 + data[3] * p3;
}
ccl_device_inline float3 bvh_curve_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
{
int flag = kernel_data.curve.curveflags;
float t = isect->t;
float3 P = ray->P;
float3 D = ray->D;
if(isect->object != ~0) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_itfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
#endif
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D*t);
D = normalize_len(D, &t);
}
int prim = kernel_tex_fetch(__prim_index, isect->prim);
float4 v00 = kernel_tex_fetch(__curves, prim);
int k0 = __float_as_int(v00.x) + sd->segment;
int k1 = k0 + 1;
float3 tg;
if(flag & CURVE_KN_INTERPOLATE) {
int ka = max(k0 - 1,__float_as_int(v00.x));
int kb = min(k1 + 1,__float_as_int(v00.x) + __float_as_int(v00.y) - 1);
float4 P_curve[4];
P_curve[0] = kernel_tex_fetch(__curve_keys, ka);
P_curve[1] = kernel_tex_fetch(__curve_keys, k0);
P_curve[2] = kernel_tex_fetch(__curve_keys, k1);
P_curve[3] = kernel_tex_fetch(__curve_keys, kb);
float l = 1.0f;
tg = normalize_len(float4_to_float3(P_curve[2] - P_curve[1]), &l);
float r1 = P_curve[1].w;
float r2 = P_curve[2].w;
float gd = ((r2 - r1)/l);
P = P + D*t;
float3 p[4];
p[0] = float4_to_float3(P_curve[0]);
p[1] = float4_to_float3(P_curve[1]);
p[2] = float4_to_float3(P_curve[2]);
p[3] = float4_to_float3(P_curve[3]);
#ifdef __UV__
sd->u = isect->u;
sd->v = 0.0f;
#endif
tg = normalize(curvetangent(isect->u, p[0], p[1], p[2], p[3]));
if(kernel_data.curve.curveflags & CURVE_KN_RIBBONS)
sd->Ng = normalize(-(D - tg * (dot(tg, D))));
else {
float3 p_curr = curvepoint(isect->u, p[0], p[1], p[2], p[3]);
sd->Ng = normalize(P - p_curr);
sd->Ng = sd->Ng - gd * tg;
sd->Ng = normalize(sd->Ng);
}
sd->N = sd->Ng;
}
else {
float4 P_curve[2];
P_curve[0]= kernel_tex_fetch(__curve_keys, k0);
P_curve[1]= kernel_tex_fetch(__curve_keys, k1);
float l = 1.0f;
tg = normalize_len(float4_to_float3(P_curve[1] - P_curve[0]), &l);
float r1 = P_curve[0].w;
float r2 = P_curve[1].w;
float gd = ((r2 - r1)/l);
P = P + D*t;
float3 dif = P - float4_to_float3(P_curve[0]);
#ifdef __UV__
sd->u = dot(dif,tg)/l;
sd->v = 0.0f;
#endif
if (flag & CURVE_KN_TRUETANGENTGNORMAL) {
sd->Ng = -(D - tg * dot(tg, D));
sd->Ng = normalize(sd->Ng);
}
else {
sd->Ng = (dif - tg * sd->u * l) / (P_curve[0].w + sd->u * l * gd);
if (gd != 0.0f) {
sd->Ng = sd->Ng - gd * tg ;
sd->Ng = normalize(sd->Ng);
}
}
sd->N = sd->Ng;
}
#ifdef __DPDU__
/* dPdu/dPdv */
sd->dPdu = tg;
sd->dPdv = cross(tg, sd->Ng);
#endif
/*add fading parameter for minimum pixel width with transparency bsdf*/
/*sd->curve_transparency = isect->v;*/
/*sd->curve_radius = sd->u * gd * l + r1;*/
if(isect->object != ~0) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_tfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
#endif
P = transform_point(&tfm, P);
}
return P;
}
#endif
CCL_NAMESPACE_END

@ -1,6 +1,4 @@
/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
@ -11,7 +9,7 @@
* 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
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
@ -296,5 +294,77 @@ ccl_device float3 particle_angular_velocity(KernelGlobals *kg, int particle)
return make_float3(f3.z, f3.w, f4.x);
}
/* BVH */
ccl_device_inline float3 bvh_inverse_direction(float3 dir)
{
/* avoid divide by zero (ooeps = exp2f(-80.0f)) */
float ooeps = 0.00000000000000000000000082718061255302767487140869206996285356581211090087890625f;
float3 idir;
idir.x = 1.0f/((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x));
idir.y = 1.0f/((fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y));
idir.z = 1.0f/((fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z));
return idir;
}
ccl_device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, ray->P);
float3 dir = transform_direction(&tfm, ray->D);
float len;
dir = normalize_len(dir, &len);
*idir = bvh_inverse_direction(dir);
if(*t != FLT_MAX)
*t *= len;
}
ccl_device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
{
if(*t != FLT_MAX) {
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
*t *= len(transform_direction(&tfm, 1.0f/(*idir)));
}
*P = ray->P;
*idir = bvh_inverse_direction(ray->D);
}
#ifdef __OBJECT_MOTION__
ccl_device_inline void bvh_instance_motion_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, Transform *tfm, const float tmax)
{
Transform itfm;
*tfm = object_fetch_transform_motion_test(kg, object, ray->time, &itfm);
*P = transform_point(&itfm, ray->P);
float3 dir = transform_direction(&itfm, ray->D);
float len;
dir = normalize_len(dir, &len);
*idir = bvh_inverse_direction(dir);
if(*t != FLT_MAX)
*t *= len;
}
ccl_device_inline void bvh_instance_motion_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, Transform *tfm, const float tmax)
{
if(*t != FLT_MAX)
*t *= len(transform_direction(tfm, 1.0f/(*idir)));
*P = ray->P;
*idir = bvh_inverse_direction(ray->D);
}
#endif
CCL_NAMESPACE_END

@ -1,5 +1,6 @@
/*
* Copyright 2011-2013 Blender Foundation
* Adapted from code Copyright 2009-2010 NVIDIA Corporation
* Modifications Copyright 2011, Blender Foundation.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
@ -11,16 +12,109 @@
* 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
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* Point on triangle for Moller-Trumbore triangles */
ccl_device_inline float3 triangle_point_MT(KernelGlobals *kg, int tri_index, float u, float v)
/* Refine triangle intersection to more precise hit point. For rays that travel
* far the precision is often not so good, this reintersects the primitive from
* a closer distance. */
ccl_device_inline float3 triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
{
float3 P = ray->P;
float3 D = ray->D;
float t = isect->t;
#ifdef __INTERSECTION_REFINE__
if(isect->object != ~0) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_itfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
#endif
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D*t);
D = normalize_len(D, &t);
}
P = P + D*t;
float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z);
float rt = Oz * invDz;
P = P + D*rt;
if(isect->object != ~0) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_tfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
#endif
P = transform_point(&tfm, P);
}
return P;
#else
return P + D*t;
#endif
}
/* same as above, except that isect->t is assumed to be in object space for instancing */
ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
{
float3 P = ray->P;
float3 D = ray->D;
float t = isect->t;
#ifdef __INTERSECTION_REFINE__
if(isect->object != ~0) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_itfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
#endif
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D);
D = normalize(D);
}
P = P + D*t;
float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z);
float rt = Oz * invDz;
P = P + D*rt;
if(isect->object != ~0) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_tfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
#endif
P = transform_point(&tfm, P);
}
return P;
#else
return P + D*t;
#endif
}
/* point and normal on triangle */
ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int prim, float u, float v, float3 *P, float3 *Ng, int *shader)
{
/* load triangle vertices */
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index));
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
@ -28,44 +122,28 @@ ccl_device_inline float3 triangle_point_MT(KernelGlobals *kg, int tri_index, flo
/* compute point */
float t = 1.0f - u - v;
return (u*v0 + v*v1 + t*v2);
}
*P = (u*v0 + v*v1 + t*v2);
/* Normal for Moller-Trumbore triangles */
ccl_device_inline float3 triangle_normal_MT(KernelGlobals *kg, int tri_index, int *shader)
{
#if 0
/* load triangle vertices */
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index));
float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
/* compute normal */
return normalize(cross(v2 - v0, v1 - v0));
#else
float4 Nm = kernel_tex_fetch(__tri_normal, tri_index);
float4 Nm = kernel_tex_fetch(__tri_normal, prim);
*Ng = make_float3(Nm.x, Nm.y, Nm.z);
*shader = __float_as_int(Nm.w);
return make_float3(Nm.x, Nm.y, Nm.z);
#endif
}
/* Return 3 triangle vertex locations */
ccl_device_inline void triangle_vertices(KernelGlobals *kg, int tri_index, float3 P[3])
ccl_device_inline void triangle_vertices(KernelGlobals *kg, int prim, float3 P[3])
{
/* load triangle vertices */
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index));
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
P[0] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
P[1] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
P[2] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
}
ccl_device_inline float3 triangle_smooth_normal(KernelGlobals *kg, int tri_index, float u, float v)
ccl_device_inline float3 triangle_smooth_normal(KernelGlobals *kg, int prim, float u, float v)
{
/* load triangle vertices */
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index));
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.x)));
float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.y)));
@ -74,10 +152,10 @@ ccl_device_inline float3 triangle_smooth_normal(KernelGlobals *kg, int tri_index
return normalize((1.0f - u - v)*n2 + u*n0 + v*n1);
}
ccl_device_inline void triangle_dPdudv(KernelGlobals *kg, float3 *dPdu, float3 *dPdv, int tri)
ccl_device_inline void triangle_dPdudv(KernelGlobals *kg, int prim, float3 *dPdu, float3 *dPdv)
{
/* fetch triangle vertex coordinates */
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri));
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
float3 p0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
float3 p1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
@ -176,5 +254,113 @@ ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData
}
}
/* Sven Woop's algorithm */
ccl_device_inline bool triangle_intersect(KernelGlobals *kg, Intersection *isect,
float3 P, float3 idir, uint visibility, int object, int triAddr)
{
/* compute and check intersection t-value */
float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
float3 dir = 1.0f/idir;
float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
float t = Oz * invDz;
if(t > 0.0f && t < isect->t) {
/* compute and check barycentric u */
float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
float u = Ox + t*Dx;
if(u >= 0.0f) {
/* compute and check barycentric v */
float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
float v = Oy + t*Dy;
if(v >= 0.0f && u + v <= 1.0f) {
#ifdef __VISIBILITY_FLAG__
/* visibility flag test. we do it here under the assumption
* that most triangles are culled by node flags */
if(kernel_tex_fetch(__prim_visibility, triAddr) & visibility)
#endif
{
/* record intersection */
isect->prim = triAddr;
isect->object = object;
isect->u = u;
isect->v = v;
isect->t = t;
return true;
}
}
}
}
return false;
}
#ifdef __SUBSURFACE__
/* Special ray intersection routines for subsurface scattering. In that case we
* only want to intersect with primitives in the same object, and if case of
* multiple hits we pick a single random primitive as the intersection point. */
ccl_device_inline void triangle_intersect_subsurface(KernelGlobals *kg, Intersection *isect_array,
float3 P, float3 idir, int object, int triAddr, float tmax, uint *num_hits, uint *lcg_state, int max_hits)
{
/* compute and check intersection t-value */
float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
float3 dir = 1.0f/idir;
float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
float t = Oz * invDz;
if(t > 0.0f && t < tmax) {
/* compute and check barycentric u */
float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
float u = Ox + t*Dx;
if(u >= 0.0f) {
/* compute and check barycentric v */
float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
float v = Oy + t*Dy;
if(v >= 0.0f && u + v <= 1.0f) {
(*num_hits)++;
int hit;
if(*num_hits <= max_hits) {
hit = *num_hits - 1;
}
else {
/* reservoir sampling: if we are at the maximum number of
* hits, randomly replace element or skip it */
hit = lcg_step_uint(lcg_state) % *num_hits;
if(hit >= max_hits)
return;
}
/* record intersection */
Intersection *isect = &isect_array[hit];
isect->prim = triAddr;
isect->object = object;
isect->u = u;
isect->v = v;
isect->t = t;
}
}
}
}
#endif
CCL_NAMESPACE_END

@ -458,8 +458,7 @@ ccl_device void triangle_light_sample(KernelGlobals *kg, int prim, int object,
v = randv*randu;
/* triangle, so get position, normal, shader */
ls->P = triangle_point_MT(kg, prim, u, v);
ls->Ng = triangle_normal_MT(kg, prim, &ls->shader);
triangle_point_normal(kg, prim, u, v, &ls->P, &ls->Ng, &ls->shader);
ls->object = object;
ls->prim = prim;
ls->lamp = ~0;
@ -485,52 +484,6 @@ ccl_device float triangle_light_pdf(KernelGlobals *kg,
return t*t*pdf/cos_pi;
}
/* Curve Light */
#ifdef __HAIR__
ccl_device void curve_segment_light_sample(KernelGlobals *kg, int prim, int object,
int segment, float randu, float randv, float time, LightSample *ls)
{
/* this strand code needs completion */
float4 v00 = kernel_tex_fetch(__curves, prim);
int k0 = __float_as_int(v00.x) + segment;
int k1 = k0 + 1;
float4 P1 = kernel_tex_fetch(__curve_keys, k0);
float4 P2 = kernel_tex_fetch(__curve_keys, k1);
float l = len(float4_to_float3(P2) - float4_to_float3(P1));
float r1 = P1.w;
float r2 = P2.w;
float3 tg = (float4_to_float3(P2) - float4_to_float3(P1)) / l;
float3 xc = make_float3(tg.x * tg.z, tg.y * tg.z, -(tg.x * tg.x + tg.y * tg.y));
if (is_zero(xc))
xc = make_float3(tg.x * tg.y, -(tg.x * tg.x + tg.z * tg.z), tg.z * tg.y);
xc = normalize(xc);
float3 yc = cross(tg, xc);
float gd = ((r2 - r1)/l);
/* normal currently ignores gradient */
ls->Ng = sinf(M_2PI_F * randv) * xc + cosf(M_2PI_F * randv) * yc;
ls->P = randu * l * tg + (gd * l + r1) * ls->Ng;
ls->object = object;
ls->prim = prim;
ls->lamp = ~0;
ls->t = 0.0f;
ls->u = randu;
ls->v = randv;
ls->type = LIGHT_STRAND;
ls->eval_fac = 1.0f;
ls->shader = __float_as_int(v00.z) | SHADER_USE_MIS;
object_transform_light_sample(kg, ls, object, time);
}
#endif
/* Light Distribution */
ccl_device int light_distribution_sample(KernelGlobals *kg, float randt)
@ -573,19 +526,14 @@ ccl_device void light_sample(KernelGlobals *kg, float randt, float randu, float
if(prim >= 0) {
int object = __float_as_int(l.w);
#ifdef __HAIR__
int segment = __float_as_int(l.z) & SHADER_MASK;
int shader_flag = __float_as_int(l.z);
if(segment != SHADER_MASK)
curve_segment_light_sample(kg, prim, object, segment, randu, randv, time, ls);
else
#endif
triangle_light_sample(kg, prim, object, randu, randv, time, ls);
triangle_light_sample(kg, prim, object, randu, randv, time, ls);
/* compute incoming direction, distance and pdf */
ls->D = normalize_len(ls->P - P, &ls->t);
ls->pdf = triangle_light_pdf(kg, ls->Ng, -ls->D, ls->t);
ls->shader |= __float_as_int(l.z) & (~SHADER_MASK);
ls->shader |= shader_flag;
}
else {
int lamp = -prim-1;

@ -96,7 +96,7 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
#endif
/* vectors */
sd->P = bvh_triangle_refine(kg, sd, isect, ray);
sd->P = triangle_refine(kg, sd, isect, ray);
sd->Ng = Ng;
sd->N = Ng;
@ -106,7 +106,7 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
#ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
#endif
#ifdef __HAIR__
@ -177,7 +177,7 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
#endif
/* vectors */
sd->P = bvh_triangle_refine_subsurface(kg, sd, isect, ray);
sd->P = triangle_refine_subsurface(kg, sd, isect, ray);
sd->Ng = Ng;
sd->N = Ng;
@ -187,7 +187,7 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
#ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
#endif
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
@ -312,7 +312,7 @@ ccl_device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
}
#endif
else {
triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
#ifdef __INSTANCING__
if(instanced) {
@ -355,8 +355,7 @@ ccl_device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f);
int shader;
P = triangle_point_MT(kg, prim, u, v);
Ng = triangle_normal_MT(kg, prim, &shader);
triangle_point_normal(kg, prim, u, v, &P, &Ng, &shader);
/* force smooth shading for displacement */
shader |= SHADER_SMOOTH_NORMAL;

@ -177,15 +177,6 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
if(shader->use_mis && shader->has_surface_emission)
num_triangles++;
}
/* disabled for curves */
#if 0
foreach(Mesh::Curve& curve, mesh->curves) {
Shader *shader = scene->shaders[curve.shader];
if(shader->use_mis && shader->has_surface_emission)
num_curve_segments += curve.num_segments();
#endif
}
}
@ -225,21 +216,21 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
bool transform_applied = mesh->transform_applied;
Transform tfm = object->tfm;
int object_id = j;
int shader_id = SHADER_MASK;
int shader_flag = 0;
if(transform_applied)
object_id = ~object_id;
if(!(object->visibility & PATH_RAY_DIFFUSE)) {
shader_id |= SHADER_EXCLUDE_DIFFUSE;
shader_flag |= SHADER_EXCLUDE_DIFFUSE;
use_light_visibility = true;
}
if(!(object->visibility & PATH_RAY_GLOSSY)) {
shader_id |= SHADER_EXCLUDE_GLOSSY;
shader_flag |= SHADER_EXCLUDE_GLOSSY;
use_light_visibility = true;
}
if(!(object->visibility & PATH_RAY_TRANSMIT)) {
shader_id |= SHADER_EXCLUDE_TRANSMIT;
shader_flag |= SHADER_EXCLUDE_TRANSMIT;
use_light_visibility = true;
}
@ -249,7 +240,7 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
if(shader->use_mis && shader->has_surface_emission) {
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(i + mesh->tri_offset);
distribution[offset].z = __int_as_float(shader_id);
distribution[offset].z = __int_as_float(shader_flag);
distribution[offset].w = __int_as_float(object_id);
offset++;
@ -267,40 +258,6 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
totarea += triangle_area(p1, p2, p3);
}
}
/* sample as light disabled for strands */
#if 0
size_t i = 0;
foreach(Mesh::Curve& curve, mesh->curves) {
Shader *shader = scene->shaders[curve.shader];
int first_key = curve.first_key;
if(shader->use_mis && shader->has_surface_emission) {
for(int j = 0; j < curve.num_segments(); j++) {
distribution[offset].x = totarea;
distribution[offset].y = __int_as_float(i + mesh->curve_offset); // XXX fix kernel code
distribution[offset].z = __int_as_float(j) & SHADER_MASK;
distribution[offset].w = __int_as_float(object_id);
offset++;
float3 p1 = mesh->curve_keys[first_key + j].loc;
float r1 = mesh->curve_keys[first_key + j].radius;
float3 p2 = mesh->curve_keys[first_key + j + 1].loc;
float r2 = mesh->curve_keys[first_key + j + 1].radius;
if(!transform_applied) {
p1 = transform_point(&tfm, p1);
p2 = transform_point(&tfm, p2);
}
totarea += M_PI_F * (r1 + r2) * len(p1 - p2);
}
}
i++;
}
#endif
}
if(progress.get_cancel()) return;

@ -203,20 +203,6 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
surface_area += triangle_area(p1, p2, p3);
}
foreach(Mesh::Curve& curve, mesh->curves) {
int first_key = curve.first_key;
for(int i = 0; i < curve.num_segments(); i++) {
float3 p1 = mesh->curve_keys[first_key + i].co;
float r1 = mesh->curve_keys[first_key + i].radius;
float3 p2 = mesh->curve_keys[first_key + i + 1].co;
float r2 = mesh->curve_keys[first_key + i + 1].radius;
/* currently ignores segment overlaps*/
surface_area += M_PI_F *(r1 + r2) * len(p1 - p2);
}
}
surface_area_map[mesh] = surface_area;
}
else
@ -232,23 +218,6 @@ void ObjectManager::device_update_transforms(Device *device, DeviceScene *dscene
surface_area += triangle_area(p1, p2, p3);
}
foreach(Mesh::Curve& curve, mesh->curves) {
int first_key = curve.first_key;
for(int i = 0; i < curve.num_segments(); i++) {
float3 p1 = mesh->curve_keys[first_key + i].co;
float r1 = mesh->curve_keys[first_key + i].radius;
float3 p2 = mesh->curve_keys[first_key + i + 1].co;
float r2 = mesh->curve_keys[first_key + i + 1].radius;
p1 = transform_point(&tfm, p1);
p2 = transform_point(&tfm, p2);
/* currently ignores segment overlaps*/
surface_area += M_PI_F *(r1 + r2) * len(p1 - p2);
}
}
}
/* pack in texture */