forked from bartvdbraak/blender
390 lines
11 KiB
C
390 lines
11 KiB
C
/*
|
|
* 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, ray->time, 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, ray->time, OBJECT_TRANSFORM);
|
|
*t *= len(transform_direction(&tfm, 1.0f/(*idir)));
|
|
}
|
|
|
|
*P = ray->P;
|
|
*idir = bvh_inverse_direction(ray->D);
|
|
}
|
|
|
|
/* intersect two bounding boxes */
|
|
__device_inline void bvh_node_intersect(KernelGlobals *kg,
|
|
bool *traverseChild0, bool *traverseChild1,
|
|
bool *closestChild1, int *nodeAddr0, int *nodeAddr1,
|
|
float3 P, float3 idir, float t, uint visibility, int nodeAddr)
|
|
{
|
|
/* fetch node data */
|
|
float4 n0xy = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+0);
|
|
float4 n1xy = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+1);
|
|
float4 nz = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+2);
|
|
float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
|
|
|
|
/* intersect ray against child nodes */
|
|
float3 ood = P * idir;
|
|
float c0lox = n0xy.x * idir.x - ood.x;
|
|
float c0hix = n0xy.y * idir.x - ood.x;
|
|
float c0loy = n0xy.z * idir.y - ood.y;
|
|
float c0hiy = n0xy.w * idir.y - ood.y;
|
|
float c0loz = nz.x * idir.z - ood.z;
|
|
float c0hiz = nz.y * idir.z - ood.z;
|
|
NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
|
|
NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
|
|
|
|
float c1loz = nz.z * idir.z - ood.z;
|
|
float c1hiz = nz.w * idir.z - ood.z;
|
|
float c1lox = n1xy.x * idir.x - ood.x;
|
|
float c1hix = n1xy.y * idir.x - ood.x;
|
|
float c1loy = n1xy.z * idir.y - ood.y;
|
|
float c1hiy = n1xy.w * idir.y - ood.y;
|
|
NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
|
|
NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
|
|
|
|
/* decide which nodes to traverse next */
|
|
#ifdef __VISIBILITY_FLAG__
|
|
/* this visibility test gives a 5% performance hit, how to solve? */
|
|
*traverseChild0 = (c0max >= c0min) && (__float_as_int(cnodes.z) & visibility);
|
|
*traverseChild1 = (c1max >= c1min) && (__float_as_int(cnodes.w) & visibility);
|
|
#else
|
|
*traverseChild0 = (c0max >= c0min);
|
|
*traverseChild1 = (c1max >= c1min);
|
|
#endif
|
|
|
|
*nodeAddr0 = __float_as_int(cnodes.x);
|
|
*nodeAddr1 = __float_as_int(cnodes.y);
|
|
|
|
*closestChild1 = (c1min < c0min);
|
|
}
|
|
|
|
/* Sven Woop's algorithm */
|
|
__device_inline void 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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
|
|
{
|
|
/* traversal stack in CUDA thread-local memory */
|
|
int traversalStack[BVH_STACK_SIZE];
|
|
traversalStack[0] = ENTRYPOINT_SENTINEL;
|
|
|
|
/* traversal variables in registers */
|
|
int stackPtr = 0;
|
|
int nodeAddr = kernel_data.bvh.root;
|
|
|
|
/* ray parameters in registers */
|
|
const float tmax = ray->t;
|
|
float3 P = ray->P;
|
|
float3 idir = bvh_inverse_direction(ray->D);
|
|
int object = ~0;
|
|
|
|
isect->t = tmax;
|
|
isect->object = ~0;
|
|
isect->prim = ~0;
|
|
isect->u = 0.0f;
|
|
isect->v = 0.0f;
|
|
|
|
/* traversal loop */
|
|
do {
|
|
do
|
|
{
|
|
/* traverse internal nodes */
|
|
while(nodeAddr >= 0 && nodeAddr != ENTRYPOINT_SENTINEL)
|
|
{
|
|
bool traverseChild0, traverseChild1, closestChild1;
|
|
int nodeAddrChild1;
|
|
|
|
bvh_node_intersect(kg, &traverseChild0, &traverseChild1,
|
|
&closestChild1, &nodeAddr, &nodeAddrChild1,
|
|
P, idir, isect->t, visibility, nodeAddr);
|
|
|
|
if(traverseChild0 != traverseChild1) {
|
|
/* one child was intersected */
|
|
if(traverseChild1) {
|
|
nodeAddr = nodeAddrChild1;
|
|
}
|
|
}
|
|
else {
|
|
if(!traverseChild0) {
|
|
/* neither child was intersected */
|
|
nodeAddr = traversalStack[stackPtr];
|
|
--stackPtr;
|
|
}
|
|
else {
|
|
/* both children were intersected, push the farther one */
|
|
if(closestChild1) {
|
|
int tmp = nodeAddr;
|
|
nodeAddr = nodeAddrChild1;
|
|
nodeAddrChild1 = tmp;
|
|
}
|
|
|
|
++stackPtr;
|
|
traversalStack[stackPtr] = nodeAddrChild1;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* if node is leaf, fetch triangle list */
|
|
if(nodeAddr < 0) {
|
|
float4 leaf = kernel_tex_fetch(__bvh_nodes, (-nodeAddr-1)*BVH_NODE_SIZE+(BVH_NODE_SIZE-1));
|
|
int primAddr = __float_as_int(leaf.x);
|
|
|
|
#ifdef __INSTANCING__
|
|
if(primAddr >= 0) {
|
|
#endif
|
|
int primAddr2 = __float_as_int(leaf.y);
|
|
|
|
/* pop */
|
|
nodeAddr = traversalStack[stackPtr];
|
|
--stackPtr;
|
|
|
|
/* triangle intersection */
|
|
while(primAddr < primAddr2) {
|
|
/* intersect ray against triangle */
|
|
bvh_triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
|
|
|
|
/* shadow ray early termination */
|
|
if(visibility == PATH_RAY_SHADOW_OPAQUE && isect->prim != ~0)
|
|
return true;
|
|
|
|
primAddr++;
|
|
}
|
|
#ifdef __INSTANCING__
|
|
}
|
|
else {
|
|
/* instance push */
|
|
object = kernel_tex_fetch(__prim_object, -primAddr-1);
|
|
|
|
bvh_instance_push(kg, object, ray, &P, &idir, &isect->t, tmax);
|
|
|
|
++stackPtr;
|
|
traversalStack[stackPtr] = ENTRYPOINT_SENTINEL;
|
|
|
|
nodeAddr = kernel_tex_fetch(__object_node, object);
|
|
}
|
|
#endif
|
|
}
|
|
} while(nodeAddr != ENTRYPOINT_SENTINEL);
|
|
|
|
#ifdef __INSTANCING__
|
|
if(stackPtr >= 0) {
|
|
kernel_assert(object != ~0);
|
|
|
|
/* instance pop */
|
|
bvh_instance_pop(kg, object, ray, &P, &idir, &isect->t, tmax);
|
|
object = ~0;
|
|
nodeAddr = traversalStack[stackPtr];
|
|
--stackPtr;
|
|
}
|
|
#endif
|
|
} while(nodeAddr != ENTRYPOINT_SENTINEL);
|
|
|
|
return (isect->prim != ~0);
|
|
}
|
|
|
|
__device_inline float3 ray_offset(float3 P, float3 Ng)
|
|
{
|
|
#ifdef __INTERSECTION_REFINE__
|
|
const float epsilon_f = 1e-5f;
|
|
const int epsilon_i = 32;
|
|
|
|
float3 res;
|
|
|
|
/* x component */
|
|
if(fabsf(P.x) < epsilon_f) {
|
|
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_f) {
|
|
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_f) {
|
|
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
|
|
}
|
|
|
|
__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 __MOTION__
|
|
Transform tfm = sd->ob_itfm;
|
|
#else
|
|
Transform tfm = object_fetch_transform(kg, isect->object, ray->time, 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 __MOTION__
|
|
Transform tfm = sd->ob_tfm;
|
|
#else
|
|
Transform tfm = object_fetch_transform(kg, isect->object, ray->time, OBJECT_TRANSFORM);
|
|
#endif
|
|
|
|
P = transform_point(&tfm, P);
|
|
}
|
|
|
|
return P;
|
|
#else
|
|
return P + D*t;
|
|
#endif
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|