/* * 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. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ CCL_NAMESPACE_BEGIN /* * "Persistent while-while kernel" used in: * * "Understanding the Efficiency of Ray Traversal on GPUs", * Timo Aila and Samuli Laine, * Proc. High-Performance Graphics 2009 */ /* bottom-most stack entry, indicating the end of traversal */ #define ENTRYPOINT_SENTINEL 0x76543210 /* 64 object BVH + 64 mesh BVH + 64 object node splitting */ #define BVH_STACK_SIZE 192 #define BVH_NODE_SIZE 4 #define TRI_NODE_SIZE 3 /* silly workaround for float extended precision that happens when compiling * without sse support on x86, it results in different results for float ops * that you would otherwise expect to compare correctly */ #if !defined(__i386__) || defined(__SSE__) #define NO_EXTENDED_PRECISION #else #define NO_EXTENDED_PRECISION volatile #endif __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; } __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; } __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__ __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; } __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 /* Sven Woop's algorithm */ __device_inline bool bvh_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 __HAIR__ __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; } } } __device_inline bool bvh_cardinal_curve_intersect(KernelGlobals *kg, Intersection *isect, float3 P, float3 idir, uint visibility, int object, int curveAddr, int segment, uint *lcg_state, float difl, float extmax) { 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); 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 P0 = kernel_tex_fetch(__curve_keys, ka); float4 P1 = kernel_tex_fetch(__curve_keys, k0); float4 P2 = kernel_tex_fetch(__curve_keys, k1); float4 P3 = kernel_tex_fetch(__curve_keys, kb); float3 p0 = transform_point(&htfm, float4_to_float3(P0) - P); float3 p1 = transform_point(&htfm, float4_to_float3(P1) - P); float3 p2 = transform_point(&htfm, float4_to_float3(P2) - P); float3 p3 = transform_point(&htfm, float4_to_float3(P3) - 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 = P1.w; r_en = P2.w; } 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); 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); 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) { tree++; level = tree & -tree; continue; } /* compare z distances */ if (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; float w = (zcentre + (tg.z * correction))/l; 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; w = (zcentre + (tg.z * correction))/l; } 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; } 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->segment = segment; isect->object = object; 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; } __device_inline bool bvh_curve_intersect(KernelGlobals *kg, Intersection *isect, float3 P, float3 idir, uint visibility, int object, int curveAddr, int segment, uint *lcg_state, float difl, float extmax) { /* 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; float4 P1 = kernel_tex_fetch(__curve_keys, k0); float4 P2 = kernel_tex_fetch(__curve_keys, k1); float or1 = P1.w; float or2 = P2.w; float3 p1 = float4_to_float3(P1); float3 p2 = float4_to_float3(P2); /* minimum width extension */ float r1 = or1; float r2 = or2; if(difl != 0.0f) { float pixelsize = min(len(p1 - P) * difl, extmax); r1 = or1 < pixelsize ? pixelsize : or1; pixelsize = min(len(p2 - P) * difl, extmax); r2 = or2 < pixelsize ? pixelsize : or2; } /* --- */ float mr = max(r1,r2); float3 dif = P - p1; float3 dir = 1.0f/idir; float l = len(p2 - p1); float sp_r = mr + 0.5f * l; float3 sphere_dif = P - ((p1 + p2) * 0.5f); float sphere_b = dot(dir,sphere_dif); sphere_dif = sphere_dif - sphere_b * dir; sphere_b = dot(dir,sphere_dif); float sdisc = sphere_b * sphere_b - len_squared(sphere_dif) + sp_r * sp_r; if(sdisc < 0.0f) return false; /* obtain parameters and test midpoint distance for suitable modes */ float3 tg = (p2 - p1) / l; float gd = (r2 - r1) / l; float dirz = dot(dir,tg); float difz = dot(dif,tg); float a = 1.0f - (dirz*dirz*(1 + gd*gd)); float halfb = dot(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 */ float3 cprod = cross(tg, dir); float3 cprod2 = cross(tg, dif); float cprodsq = len_squared(cprod); float cprod2sq = len_squared(cprod2); float distscaled = dot(cprod,dif); if(cprodsq == 0) distscaled = cprod2sq; else distscaled = (distscaled*distscaled)/cprodsq; if(distscaled > mr*mr) return false; /* calculate true intersection */ float3 tdif = P - p1 + tcentre * dir; float tdifz = dot(tdif,tg); float tb = 2*(dot(dir,tdif) - dirz*(tdifz + gd*(tdifz*gd + r1))); float tc = dot(tdif,tdif) - tdifz * tdifz * (1 + gd*gd) - r1*r1 - 2*r1*tdifz*gd; 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) / l; 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 = kernel_data.curve.encasing_ratio; if((dot(P - p1, tg) > -r1 * enc_ratio) && (dot(P - p2, tg) < r2 * enc_ratio)) { float a2 = 1.0f - (dirz*dirz*(1 + gd*gd*enc_ratio*enc_ratio)); float c2 = dot(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->segment = segment; isect->object = object; isect->u = z/l; isect->v = td/(4*a*a); /*isect->v = 1.0f - adjradius;*/ isect->t = t; if(backface) isect->u = -isect->u; return true; } } } return false; } #endif #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. */ __device_inline void bvh_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 /* BVH intersection function variations */ #define BVH_INSTANCING 1 #define BVH_MOTION 2 #define BVH_HAIR 4 #define BVH_HAIR_MINIMUM_WIDTH 8 #define BVH_FUNCTION_NAME bvh_intersect #define BVH_FUNCTION_FEATURES 0 #include "kernel_bvh_traversal.h" #if defined(__INSTANCING__) #define BVH_FUNCTION_NAME bvh_intersect_instancing #define BVH_FUNCTION_FEATURES BVH_INSTANCING #include "kernel_bvh_traversal.h" #endif #if defined(__HAIR__) #define BVH_FUNCTION_NAME bvh_intersect_hair #define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH #include "kernel_bvh_traversal.h" #endif #if defined(__OBJECT_MOTION__) #define BVH_FUNCTION_NAME bvh_intersect_motion #define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION #include "kernel_bvh_traversal.h" #endif #if defined(__HAIR__) && defined(__OBJECT_MOTION__) #define BVH_FUNCTION_NAME bvh_intersect_hair_motion #define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH|BVH_MOTION #include "kernel_bvh_traversal.h" #endif #if defined(__SUBSURFACE__) #define BVH_FUNCTION_NAME bvh_intersect_subsurface #define BVH_FUNCTION_FEATURES 0 #include "kernel_bvh_subsurface.h" #endif #if defined(__SUBSURFACE__) && defined(__INSTANCING__) #define BVH_FUNCTION_NAME bvh_intersect_subsurface_instancing #define BVH_FUNCTION_FEATURES BVH_INSTANCING #include "kernel_bvh_subsurface.h" #endif #if defined(__SUBSURFACE__) && defined(__HAIR__) #define BVH_FUNCTION_NAME bvh_intersect_subsurface_hair #define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR #include "kernel_bvh_subsurface.h" #endif #if defined(__SUBSURFACE__) && defined(__OBJECT_MOTION__) #define BVH_FUNCTION_NAME bvh_intersect_subsurface_motion #define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_MOTION #include "kernel_bvh_subsurface.h" #endif #if defined(__SUBSURFACE__) && defined(__HAIR__) && defined(__OBJECT_MOTION__) #define BVH_FUNCTION_NAME bvh_intersect_subsurface_hair_motion #define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_HAIR|BVH_MOTION #include "kernel_bvh_subsurface.h" #endif /* to work around titan bug when using arrays instead of textures */ #if !defined(__KERNEL_CUDA__) || defined(__KERNEL_CUDA_TEX_STORAGE__) __device_inline #else __device_noinline #endif #ifdef __HAIR__ bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect, uint *lcg_state, float difl, float extmax) #else bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect) #endif { #ifdef __OBJECT_MOTION__ if(kernel_data.bvh.have_motion) { #ifdef __HAIR__ if(kernel_data.bvh.have_curves) return bvh_intersect_hair_motion(kg, ray, isect, visibility, lcg_state, difl, extmax); #endif /* __HAIR__ */ return bvh_intersect_motion(kg, ray, isect, visibility); } #endif /* __OBJECT_MOTION__ */ #ifdef __HAIR__ if(kernel_data.bvh.have_curves) return bvh_intersect_hair(kg, ray, isect, visibility, lcg_state, difl, extmax); #endif /* __HAIR__ */ #ifdef __KERNEL_CPU__ #ifdef __INSTANCING__ if(kernel_data.bvh.have_instancing) return bvh_intersect_instancing(kg, ray, isect, visibility); #endif /* __INSTANCING__ */ return bvh_intersect(kg, ray, isect, visibility); #else /* __KERNEL_CPU__ */ #ifdef __INSTANCING__ return bvh_intersect_instancing(kg, ray, isect, visibility); #else return bvh_intersect(kg, ray, isect, visibility); #endif /* __INSTANCING__ */ #endif /* __KERNEL_CPU__ */ } /* to work around titan bug when using arrays instead of textures */ #ifdef __SUBSURFACE__ #if !defined(__KERNEL_CUDA__) || defined(__KERNEL_CUDA_TEX_STORAGE__) __device_inline #else __device_noinline #endif uint scene_intersect_subsurface(KernelGlobals *kg, const Ray *ray, Intersection *isect, int subsurface_object, uint *lcg_state, int max_hits) { #ifdef __OBJECT_MOTION__ if(kernel_data.bvh.have_motion) { #ifdef __HAIR__ if(kernel_data.bvh.have_curves) return bvh_intersect_subsurface_hair_motion(kg, ray, isect, subsurface_object, lcg_state, max_hits); #endif /* __HAIR__ */ return bvh_intersect_subsurface_motion(kg, ray, isect, subsurface_object, lcg_state, max_hits); } #endif /* __OBJECT_MOTION__ */ #ifdef __HAIR__ if(kernel_data.bvh.have_curves) return bvh_intersect_subsurface_hair(kg, ray, isect, subsurface_object, lcg_state, max_hits); #endif /* __HAIR__ */ #ifdef __KERNEL_CPU__ #ifdef __INSTANCING__ if(kernel_data.bvh.have_instancing) return bvh_intersect_subsurface_instancing(kg, ray, isect, subsurface_object, lcg_state, max_hits); #endif /* __INSTANCING__ */ return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, lcg_state, max_hits); #else /* __KERNEL_CPU__ */ #ifdef __INSTANCING__ return bvh_intersect_subsurface_instancing(kg, ray, isect, subsurface_object, lcg_state, max_hits); #else return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, lcg_state, max_hits); #endif /* __INSTANCING__ */ #endif /* __KERNEL_CPU__ */ } #endif /* Ray offset to avoid self intersection */ __device_inline float3 ray_offset(float3 P, float3 Ng) { #ifdef __INTERSECTION_REFINE__ const float epsilon_f = 1e-5f; /* ideally this should match epsilon_f, but instancing/mblur * precision makes it problematic */ const float epsilon_test = 1.0f; const int epsilon_i = 32; float3 res; /* x component */ if(fabsf(P.x) < epsilon_test) { res.x = P.x + Ng.x*epsilon_f; } else { uint ix = __float_as_uint(P.x); ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i; res.x = __uint_as_float(ix); } /* y component */ if(fabsf(P.y) < epsilon_test) { res.y = P.y + Ng.y*epsilon_f; } else { uint iy = __float_as_uint(P.y); iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i; res.y = __uint_as_float(iy); } /* z component */ if(fabsf(P.z) < epsilon_test) { res.z = P.z + Ng.z*epsilon_f; } else { uint iz = __float_as_uint(P.z); iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i; res.z = __uint_as_float(iz); } return res; #else const float epsilon_f = 1e-4f; return P + epsilon_f*Ng; #endif } /* 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. */ __device_inline float3 bvh_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 */ __device_inline float3 bvh_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 } #ifdef __HAIR__ __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; } __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; } __device_inline float3 bvh_curve_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float t) { int flag = kernel_data.curve.curveflags; 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) + isect->segment; int k1 = k0 + 1; float4 P1 = kernel_tex_fetch(__curve_keys, k0); float4 P2 = kernel_tex_fetch(__curve_keys, k1); float l = 1.0f; float3 tg = normalize_len(float4_to_float3(P2 - P1),&l); float r1 = P1.w; float r2 = P2.w; float gd = ((r2 - r1)/l); P = P + D*t; 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 P0 = kernel_tex_fetch(__curve_keys, ka); float4 P3 = kernel_tex_fetch(__curve_keys, kb); float3 p[4]; p[0] = float4_to_float3(P0); p[1] = float4_to_float3(P1); p[2] = float4_to_float3(P2); p[3] = float4_to_float3(P3); tg = normalize(curvetangent(isect->u,p[0],p[1],p[2],p[3])); float3 p_curr = curvepoint(isect->u,p[0],p[1],p[2],p[3]); #ifdef __UV__ sd->u = isect->u; sd->v = 0.0f; #endif if(kernel_data.curve.curveflags & CURVE_KN_RIBBONS) sd->Ng = normalize(-(D - tg * (dot(tg,D)))); else { sd->Ng = normalize(P - p_curr); sd->Ng = sd->Ng - gd * tg; sd->Ng = normalize(sd->Ng); } sd->N = sd->Ng; } else { float3 dif = P - float4_to_float3(P1); #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) / (P1.w + sd->u * l * gd); if (gd != 0.0f) { sd->Ng = sd->Ng - gd * tg ; sd->Ng = normalize(sd->Ng); } } sd->N = sd->Ng; if (flag & CURVE_KN_TANGENTGNORMAL && !(flag & CURVE_KN_TRUETANGENTGNORMAL)) { sd->N = -(D - tg * dot(tg,D)); sd->N = normalize(sd->N); } if (!(flag & CURVE_KN_TANGENTGNORMAL) && flag & CURVE_KN_TRUETANGENTGNORMAL) { sd->N = (dif - tg * sd->u * l) / (P1.w + sd->u * l * gd); if (gd != 0.0f) { sd->N = sd->N - gd * tg ; sd->N = normalize(sd->N); } } } #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