forked from bartvdbraak/blender
ed1a08382f
Now there is a single BVH traversal code with #ifdefs for various features. At runtime it will then select the appropriate variation to use depending if instancing, hair or motion blur is in use. This makes scenes without hair render a bit faster, especially after the minimum width feature was added. It's not the most beautiful code, but we can't use c++ templates and there were already 4 copies, adding 4 more to handle the hair case separately would be too much.
1205 lines
35 KiB
C
1205 lines
35 KiB
C
/*
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* Adapted from code Copyright 2009-2010 NVIDIA Corporation
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* Modifications Copyright 2011, 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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CCL_NAMESPACE_BEGIN
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/*
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* "Persistent while-while kernel" used in:
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*
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* "Understanding the Efficiency of Ray Traversal on GPUs",
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* Timo Aila and Samuli Laine,
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* Proc. High-Performance Graphics 2009
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*/
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/* bottom-most stack entry, indicating the end of traversal */
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#define ENTRYPOINT_SENTINEL 0x76543210
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/* 64 object BVH + 64 mesh BVH + 64 object node splitting */
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#define BVH_STACK_SIZE 192
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#define BVH_NODE_SIZE 4
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#define TRI_NODE_SIZE 3
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/* silly workaround for float extended precision that happens when compiling
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* without sse support on x86, it results in different results for float ops
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* that you would otherwise expect to compare correctly */
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#if !defined(__i386__) || defined(__SSE__)
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#define NO_EXTENDED_PRECISION
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#else
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#define NO_EXTENDED_PRECISION volatile
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#endif
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__device_inline float3 bvh_inverse_direction(float3 dir)
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{
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/* avoid divide by zero (ooeps = exp2f(-80.0f)) */
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float ooeps = 0.00000000000000000000000082718061255302767487140869206996285356581211090087890625f;
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float3 idir;
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idir.x = 1.0f/((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x));
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idir.y = 1.0f/((fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y));
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idir.z = 1.0f/((fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z));
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return idir;
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}
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__device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
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{
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Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
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*P = transform_point(&tfm, ray->P);
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float3 dir = transform_direction(&tfm, ray->D);
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float len;
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dir = normalize_len(dir, &len);
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*idir = bvh_inverse_direction(dir);
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if(*t != FLT_MAX)
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*t *= len;
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}
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__device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *idir, float *t, const float tmax)
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{
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if(*t != FLT_MAX) {
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Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
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*t *= len(transform_direction(&tfm, 1.0f/(*idir)));
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}
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*P = ray->P;
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*idir = bvh_inverse_direction(ray->D);
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}
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#ifdef __OBJECT_MOTION__
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__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)
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{
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Transform itfm;
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*tfm = object_fetch_transform_motion_test(kg, object, ray->time, &itfm);
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*P = transform_point(&itfm, ray->P);
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float3 dir = transform_direction(&itfm, ray->D);
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float len;
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dir = normalize_len(dir, &len);
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*idir = bvh_inverse_direction(dir);
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if(*t != FLT_MAX)
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*t *= len;
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}
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__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)
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{
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if(*t != FLT_MAX)
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*t *= len(transform_direction(tfm, 1.0f/(*idir)));
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*P = ray->P;
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*idir = bvh_inverse_direction(ray->D);
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}
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#endif
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/* intersect two bounding boxes */
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#ifdef __HAIR__
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__device_inline void bvh_node_intersect(KernelGlobals *kg,
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bool *traverseChild0, bool *traverseChild1,
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bool *closestChild1, int *nodeAddr0, int *nodeAddr1,
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float3 P, float3 idir, float t, uint visibility, int nodeAddr, float difl = 0.0f, float extmax = 0.0f)
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{
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float hdiff = 1.0f + difl;
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float ldiff = 1.0f - difl;
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#else
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__device_inline void bvh_node_intersect(KernelGlobals *kg,
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bool *traverseChild0, bool *traverseChild1,
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bool *closestChild1, int *nodeAddr0, int *nodeAddr1,
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float3 P, float3 idir, float t, uint visibility, int nodeAddr)
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{
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#endif
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/* fetch node data */
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float4 n0xy = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+0);
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float4 n1xy = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+1);
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float4 nz = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+2);
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float4 cnodes = kernel_tex_fetch(__bvh_nodes, nodeAddr*BVH_NODE_SIZE+3);
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/* intersect ray against child nodes */
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float3 ood = P * idir;
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NO_EXTENDED_PRECISION float c0lox = n0xy.x * idir.x - ood.x;
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NO_EXTENDED_PRECISION float c0hix = n0xy.y * idir.x - ood.x;
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NO_EXTENDED_PRECISION float c0loy = n0xy.z * idir.y - ood.y;
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NO_EXTENDED_PRECISION float c0hiy = n0xy.w * idir.y - ood.y;
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NO_EXTENDED_PRECISION float c0loz = nz.x * idir.z - ood.z;
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NO_EXTENDED_PRECISION float c0hiz = nz.y * idir.z - ood.z;
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NO_EXTENDED_PRECISION float c0min = max4(min(c0lox, c0hix), min(c0loy, c0hiy), min(c0loz, c0hiz), 0.0f);
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NO_EXTENDED_PRECISION float c0max = min4(max(c0lox, c0hix), max(c0loy, c0hiy), max(c0loz, c0hiz), t);
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NO_EXTENDED_PRECISION float c1loz = nz.z * idir.z - ood.z;
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NO_EXTENDED_PRECISION float c1hiz = nz.w * idir.z - ood.z;
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NO_EXTENDED_PRECISION float c1lox = n1xy.x * idir.x - ood.x;
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NO_EXTENDED_PRECISION float c1hix = n1xy.y * idir.x - ood.x;
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NO_EXTENDED_PRECISION float c1loy = n1xy.z * idir.y - ood.y;
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NO_EXTENDED_PRECISION float c1hiy = n1xy.w * idir.y - ood.y;
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NO_EXTENDED_PRECISION float c1min = max4(min(c1lox, c1hix), min(c1loy, c1hiy), min(c1loz, c1hiz), 0.0f);
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NO_EXTENDED_PRECISION float c1max = min4(max(c1lox, c1hix), max(c1loy, c1hiy), max(c1loz, c1hiz), t);
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#ifdef __HAIR__
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if(difl != 0.0f) {
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if(__float_as_int(cnodes.z) & PATH_RAY_CURVE) {
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c0min = max(ldiff * c0min, c0min - extmax);
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c0max = min(hdiff * c0max, c0max + extmax);
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}
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if(__float_as_int(cnodes.z) & PATH_RAY_CURVE) {
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c1min = max(ldiff * c1min, c1min - extmax);
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c1max = min(hdiff * c1max, c1max + extmax);
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}
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}
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#endif
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/* decide which nodes to traverse next */
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#ifdef __VISIBILITY_FLAG__
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/* this visibility test gives a 5% performance hit, how to solve? */
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*traverseChild0 = (c0max >= c0min) && (__float_as_int(cnodes.z) & visibility);
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*traverseChild1 = (c1max >= c1min) && (__float_as_int(cnodes.w) & visibility);
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#else
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*traverseChild0 = (c0max >= c0min);
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*traverseChild1 = (c1max >= c1min);
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#endif
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*nodeAddr0 = __float_as_int(cnodes.x);
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*nodeAddr1 = __float_as_int(cnodes.y);
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*closestChild1 = (c1min < c0min);
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}
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/* Sven Woop's algorithm */
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__device_inline void bvh_triangle_intersect(KernelGlobals *kg, Intersection *isect,
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float3 P, float3 idir, uint visibility, int object, int triAddr)
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{
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/* compute and check intersection t-value */
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float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
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float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
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float3 dir = 1.0f/idir;
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float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
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float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
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float t = Oz * invDz;
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if(t > 0.0f && t < isect->t) {
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/* compute and check barycentric u */
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float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
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float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
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float u = Ox + t*Dx;
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if(u >= 0.0f) {
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/* compute and check barycentric v */
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float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
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float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
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float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
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float v = Oy + t*Dy;
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if(v >= 0.0f && u + v <= 1.0f) {
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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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/* record intersection */
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isect->prim = triAddr;
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isect->object = object;
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isect->u = u;
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isect->v = v;
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isect->t = t;
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}
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}
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}
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}
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}
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#ifdef __HAIR__
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__device_inline void curvebounds(float *lower, float *upper, float *extremta, float *extrema, float *extremtb, float *extremb, float p0, float p1, float p2, float p3)
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{
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float halfdiscroot = (p2 * p2 - 3 * p3 * p1);
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float ta = -1.0f;
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float tb = -1.0f;
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*extremta = -1.0f;
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*extremtb = -1.0f;
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*upper = p0;
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*lower = p0 + p1 + p2 + p3;
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*extrema = *upper;
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*extremb = *lower;
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if(*lower >= *upper) {
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*upper = *lower;
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*lower = p0;
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}
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if(halfdiscroot >= 0) {
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halfdiscroot = sqrt(halfdiscroot);
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ta = (-p2 - halfdiscroot) / (3 * p3);
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tb = (-p2 + halfdiscroot) / (3 * p3);
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}
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float t2;
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float t3;
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if(ta > 0.0f && ta < 1.0f) {
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t2 = ta * ta;
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t3 = t2 * ta;
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*extremta = ta;
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*extrema = p3 * t3 + p2 * t2 + p1 * ta + p0;
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if(*extrema > *upper) {
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*upper = *extrema;
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}
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if(*extrema < *lower) {
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*lower = *extrema;
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}
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}
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if(tb > 0.0f && tb < 1.0f) {
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t2 = tb * tb;
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t3 = t2 * tb;
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*extremtb = tb;
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*extremb = p3 * t3 + p2 * t2 + p1 * tb + p0;
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if(*extremb >= *upper) {
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*upper = *extremb;
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}
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if(*extremb <= *lower) {
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*lower = *extremb;
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}
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}
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}
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__device_inline void bvh_cardinal_curve_intersect(KernelGlobals *kg, Intersection *isect,
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float3 P, float3 idir, uint visibility, int object, int curveAddr, int segment, uint *lcg_state = NULL, float difl = 0.0f, float extmax = 0.0f)
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{
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float epsilon = 0.0f;
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int depth = kernel_data.curve_kernel_data.subdivisions;
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/* curve Intersection check */
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float3 dir = 1.0f/idir;
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int flags = kernel_data.curve_kernel_data.curveflags;
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int prim = kernel_tex_fetch(__prim_index, curveAddr);
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float3 curve_coef[4];
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float r_st,r_en;
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/*obtain curve parameters*/
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{
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/*ray transform created - this shold be created at beginning of intersection loop*/
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Transform htfm;
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float d = sqrtf(dir.x * dir.x + dir.z * dir.z);
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htfm = make_transform(
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dir.z / d, 0, -dir.x /d, 0,
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-dir.x * dir.y /d, d, -dir.y * dir.z /d, 0,
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dir.x, dir.y, dir.z, 0,
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0, 0, 0, 1) * make_transform(
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1, 0, 0, -P.x,
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0, 1, 0, -P.y,
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0, 0, 1, -P.z,
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0, 0, 0, 1);
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float4 v00 = kernel_tex_fetch(__curves, prim);
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int k0 = __float_as_int(v00.x) + segment;
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int k1 = k0 + 1;
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int ka = max(k0 - 1,__float_as_int(v00.x));
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int kb = min(k1 + 1,__float_as_int(v00.x) + __float_as_int(v00.y) - 1);
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float4 P0 = kernel_tex_fetch(__curve_keys, ka);
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float4 P1 = kernel_tex_fetch(__curve_keys, k0);
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float4 P2 = kernel_tex_fetch(__curve_keys, k1);
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float4 P3 = kernel_tex_fetch(__curve_keys, kb);
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float3 p0 = transform_point(&htfm, float4_to_float3(P0));
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float3 p1 = transform_point(&htfm, float4_to_float3(P1));
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float3 p2 = transform_point(&htfm, float4_to_float3(P2));
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float3 p3 = transform_point(&htfm, float4_to_float3(P3));
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float fc = 0.71f;
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curve_coef[0] = p1;
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curve_coef[1] = -fc*p0 + fc*p2;
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curve_coef[2] = 2.0f * fc * p0 + (fc - 3.0f) * p1 + (3.0f - 2.0f * fc) * p2 - fc * p3;
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curve_coef[3] = -fc * p0 + (2.0f - fc) * p1 + (fc - 2.0f) * p2 + fc * p3;
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r_st = P1.w;
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r_en = P2.w;
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}
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float r_curr = max(r_st, r_en);
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if((flags & CURVE_KN_RIBBONS) || !(flags & CURVE_KN_BACKFACING))
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epsilon = 2 * r_curr;
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/*find bounds - this is slow for cubic curves*/
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float upper,lower;
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float zextrem[4];
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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);
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if(lower - r_curr > isect->t || upper + r_curr < epsilon)
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return;
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/*minimum width extension*/
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float mw_extension = min(difl * fabsf(upper), extmax);
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float r_ext = mw_extension + r_curr;
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float xextrem[4];
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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);
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if(lower > r_ext || upper < -r_ext)
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return;
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float yextrem[4];
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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);
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if(lower > r_ext || upper < -r_ext)
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return;
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/*setup recurrent loop*/
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int level = 1 << depth;
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int tree = 0;
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float resol = 1.0f / (float)level;
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/*begin loop*/
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while(!(tree >> (depth))) {
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float i_st = tree * resol;
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float i_en = i_st + (level * resol);
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float3 p_st = ((curve_coef[3] * i_st + curve_coef[2]) * i_st + curve_coef[1]) * i_st + curve_coef[0];
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float3 p_en = ((curve_coef[3] * i_en + curve_coef[2]) * i_en + curve_coef[1]) * i_en + curve_coef[0];
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float bminx = min(p_st.x, p_en.x);
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float bmaxx = max(p_st.x, p_en.x);
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float bminy = min(p_st.y, p_en.y);
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float bmaxy = max(p_st.y, p_en.y);
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float bminz = min(p_st.z, p_en.z);
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float bmaxz = max(p_st.z, p_en.z);
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if(xextrem[0] >= i_st && xextrem[0] <= i_en) {
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bminx = min(bminx,xextrem[1]);
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bmaxx = max(bmaxx,xextrem[1]);
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}
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if(xextrem[2] >= i_st && xextrem[2] <= i_en) {
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bminx = min(bminx,xextrem[3]);
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bmaxx = max(bmaxx,xextrem[3]);
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}
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if(yextrem[0] >= i_st && yextrem[0] <= i_en) {
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bminy = min(bminy,yextrem[1]);
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bmaxy = max(bmaxy,yextrem[1]);
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}
|
|
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)) * 0.5;
|
|
else // inside
|
|
coverage = (min(d1 / mw_extension, 1.0f) + min(-d0 / mw_extension, 1.0f)) * 0.5;
|
|
}
|
|
|
|
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(lcg_state) > coverage)
|
|
return;
|
|
}
|
|
|
|
#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;
|
|
}
|
|
|
|
tree++;
|
|
level = tree & -tree;
|
|
}
|
|
else {
|
|
/* split the curve into two curves and process */
|
|
level = level >> 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
__device_inline void bvh_curve_intersect(KernelGlobals *kg, Intersection *isect,
|
|
float3 P, float3 idir, uint visibility, int object, int curveAddr, int segment, uint *lcg_state = NULL, float difl = 0.0f, float extmax = 0.0f)
|
|
{
|
|
/* curve Intersection check */
|
|
int flags = kernel_data.curve_kernel_data.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;
|
|
|
|
/* 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;
|
|
if((zcentre < 0 || zcentre > l) && !(flags & CURVE_KN_ACCURATE) && !(flags & CURVE_KN_INTERSECTCORRECTION))
|
|
return;
|
|
|
|
/* 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;
|
|
|
|
/* 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;
|
|
|
|
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(lcg_state) > adjradius)
|
|
return;
|
|
}
|
|
/* --- */
|
|
|
|
if(t > 0.0f && t < isect->t && z >= 0 && z <= l) {
|
|
|
|
if (flags & CURVE_KN_ENCLOSEFILTER) {
|
|
|
|
float enc_ratio = kernel_data.curve_kernel_data.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;
|
|
}
|
|
}
|
|
|
|
#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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#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,
|
|
float3 P, float3 idir, int object, int triAddr, float tmax, int *num_hits, float subsurface_random)
|
|
{
|
|
/* 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)++;
|
|
|
|
if(subsurface_random * (*num_hits) <= 1.0f) {
|
|
/* record intersection */
|
|
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_SUBSURFACE 16
|
|
|
|
#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
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#define BVH_FUNCTION_FEATURES BVH_SUBSURFACE
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#include "kernel_bvh_traversal.h"
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#endif
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#if defined(__SUBSURFACE__) && defined(__INSTANCING__)
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#define BVH_FUNCTION_NAME bvh_intersect_subsurface_instancing
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#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_SUBSURFACE
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#include "kernel_bvh_traversal.h"
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#endif
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#if defined(__SUBSURFACE__) && defined(__HAIR__)
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#define BVH_FUNCTION_NAME bvh_intersect_subsurface_hair
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#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_SUBSURFACE|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH
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#include "kernel_bvh_traversal.h"
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#endif
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#if defined(__SUBSURFACE__) && defined(__OBJECT_MOTION__)
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#define BVH_FUNCTION_NAME bvh_intersect_subsurface_motion
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#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_SUBSURFACE|BVH_MOTION
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#include "kernel_bvh_traversal.h"
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#endif
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#if defined(__SUBSURFACE__) && defined(__HAIR__) && defined(__OBJECT_MOTION__)
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#define BVH_FUNCTION_NAME bvh_intersect_subsurface_hair_motion
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#define BVH_FUNCTION_FEATURES BVH_INSTANCING|BVH_SUBSURFACE|BVH_HAIR|BVH_HAIR_MINIMUM_WIDTH|BVH_MOTION
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#include "kernel_bvh_traversal.h"
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#endif
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#ifdef __HAIR__
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__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect, uint *lcg_state = NULL, float difl = 0.0f, float extmax = 0.0f)
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#else
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__device_inline bool scene_intersect(KernelGlobals *kg, const Ray *ray, const uint visibility, Intersection *isect)
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#endif
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{
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#ifdef __OBJECT_MOTION__
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if(kernel_data.bvh.have_motion) {
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#ifdef __HAIR__
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if(kernel_data.bvh.have_curves)
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return bvh_intersect_hair_motion(kg, ray, isect, visibility, lcg_state, difl, extmax);
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#endif /* __HAIR__ */
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return bvh_intersect_motion(kg, ray, isect, visibility);
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}
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#endif /* __OBJECT_MOTION__ */
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#ifdef __HAIR__
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if(kernel_data.bvh.have_curves)
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return bvh_intersect_hair(kg, ray, isect, visibility, lcg_state, difl, extmax);
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#endif /* __HAIR__ */
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#ifdef __KERNEL_CPU__
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#ifdef __INSTANCING__
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if(kernel_data.bvh.have_instancing)
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return bvh_intersect_instancing(kg, ray, isect, visibility);
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#endif /* __INSTANCING__ */
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return bvh_intersect(kg, ray, isect, visibility);
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#else /* __KERNEL_CPU__ */
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#ifdef __INSTANCING__
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return bvh_intersect_instancing(kg, ray, isect, visibility);
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#else
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return bvh_intersect(kg, ray, isect, visibility);
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#endif /* __INSTANCING__ */
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#endif /* __KERNEL_CPU__ */
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}
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#ifdef __SUBSURFACE__
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__device_inline int scene_intersect_subsurface(KernelGlobals *kg, const Ray *ray, Intersection *isect, int subsurface_object, float subsurface_random)
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{
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#ifdef __OBJECT_MOTION__
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if(kernel_data.bvh.have_motion) {
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#ifdef __HAIR__
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if(kernel_data.bvh.have_curves)
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return bvh_intersect_subsurface_hair_motion(kg, ray, isect, subsurface_object, subsurface_random);
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#endif /* __HAIR__ */
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return bvh_intersect_subsurface_motion(kg, ray, isect, subsurface_object, subsurface_random);
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}
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#endif /* __OBJECT_MOTION__ */
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#ifdef __HAIR__
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if(kernel_data.bvh.have_curves)
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return bvh_intersect_subsurface_hair(kg, ray, isect, subsurface_object, subsurface_random);
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#endif /* __HAIR__ */
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#ifdef __KERNEL_CPU__
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#ifdef __INSTANCING__
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if(kernel_data.bvh.have_instancing)
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return bvh_intersect_subsurface_instancing(kg, ray, isect, subsurface_object, subsurface_random);
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#endif /* __INSTANCING__ */
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return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, subsurface_random);
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#else /* __KERNEL_CPU__ */
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#ifdef __INSTANCING__
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return bvh_intersect_subsurface_instancing(kg, ray, isect, subsurface_object, subsurface_random);
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#else
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return bvh_intersect_subsurface(kg, ray, isect, subsurface_object, subsurface_random);
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#endif /* __INSTANCING__ */
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#endif /* __KERNEL_CPU__ */
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}
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#endif
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/* Ray offset to avoid self intersection */
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__device_inline float3 ray_offset(float3 P, float3 Ng)
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{
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#ifdef __INTERSECTION_REFINE__
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const float epsilon_f = 1e-5f;
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/* ideally this should match epsilon_f, but instancing/mblur
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* precision makes it problematic */
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const float epsilon_test = 1.0f;
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const int epsilon_i = 32;
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float3 res;
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/* x component */
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if(fabsf(P.x) < epsilon_test) {
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res.x = P.x + Ng.x*epsilon_f;
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}
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else {
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uint ix = __float_as_uint(P.x);
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ix += ((ix ^ __float_as_uint(Ng.x)) >> 31)? -epsilon_i: epsilon_i;
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res.x = __uint_as_float(ix);
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}
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/* y component */
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if(fabsf(P.y) < epsilon_test) {
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res.y = P.y + Ng.y*epsilon_f;
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}
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else {
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uint iy = __float_as_uint(P.y);
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iy += ((iy ^ __float_as_uint(Ng.y)) >> 31)? -epsilon_i: epsilon_i;
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res.y = __uint_as_float(iy);
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}
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/* z component */
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if(fabsf(P.z) < epsilon_test) {
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res.z = P.z + Ng.z*epsilon_f;
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}
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else {
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uint iz = __float_as_uint(P.z);
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iz += ((iz ^ __float_as_uint(Ng.z)) >> 31)? -epsilon_i: epsilon_i;
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res.z = __uint_as_float(iz);
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}
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return res;
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#else
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const float epsilon_f = 1e-4f;
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return P + epsilon_f*Ng;
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#endif
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}
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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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__device_inline float3 bvh_triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, 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 != ~0) {
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#ifdef __OBJECT_MOTION__
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Transform tfm = 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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float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
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float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
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float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z);
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float rt = Oz * invDz;
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P = P + D*rt;
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if(isect->object != ~0) {
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#ifdef __OBJECT_MOTION__
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Transform tfm = 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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#ifdef __HAIR__
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__device_inline float3 curvetangent(float t, float3 p0, float3 p1, float3 p2, float3 p3)
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{
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float fc = 0.71f;
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float data[4];
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float t2 = t * t;
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data[0] = -3.0f * fc * t2 + 4.0f * fc * t - fc;
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data[1] = 3.0f * (2.0f - fc) * t2 + 2.0f * (fc - 3.0f) * t;
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data[2] = 3.0f * (fc - 2.0f) * t2 + 2.0f * (3.0f - 2.0f * fc) * t + fc;
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data[3] = 3.0f * fc * t2 - 2.0f * fc * t;
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return data[0] * p0 + data[1] * p1 + data[2] * p2 + data[3] * p3;
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}
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__device_inline float3 curvepoint(float t, float3 p0, float3 p1, float3 p2, float3 p3)
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{
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float data[4];
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float fc = 0.71f;
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float t2 = t * t;
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float t3 = t2 * t;
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data[0] = -fc * t3 + 2.0f * fc * t2 - fc * t;
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data[1] = (2.0f - fc) * t3 + (fc - 3.0f) * t2 + 1.0f;
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data[2] = (fc - 2.0f) * t3 + (3.0f - 2.0f * fc) * t2 + fc * t;
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data[3] = fc * t3 - fc * t2;
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return data[0] * p0 + data[1] * p1 + data[2] * p2 + data[3] * p3;
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}
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__device_inline float3 bvh_curve_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float t)
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{
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int flag = kernel_data.curve_kernel_data.curveflags;
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float3 P = ray->P;
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float3 D = ray->D;
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if(isect->object != ~0) {
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#ifdef __OBJECT_MOTION__
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Transform tfm = 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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int prim = kernel_tex_fetch(__prim_index, isect->prim);
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float4 v00 = kernel_tex_fetch(__curves, prim);
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int k0 = __float_as_int(v00.x) + isect->segment;
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int k1 = k0 + 1;
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float4 P1 = kernel_tex_fetch(__curve_keys, k0);
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float4 P2 = kernel_tex_fetch(__curve_keys, k1);
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float l = 1.0f;
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float3 tg = normalize_len(float4_to_float3(P2 - P1),&l);
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float r1 = P1.w;
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float r2 = P2.w;
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float gd = ((r2 - r1)/l);
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P = P + D*t;
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if(flag & CURVE_KN_INTERPOLATE) {
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int ka = max(k0 - 1,__float_as_int(v00.x));
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int kb = min(k1 + 1,__float_as_int(v00.x) + __float_as_int(v00.y) - 1);
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float4 P0 = kernel_tex_fetch(__curve_keys, ka);
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float4 P3 = kernel_tex_fetch(__curve_keys, kb);
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float3 p[4];
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p[0] = float4_to_float3(P0);
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p[1] = float4_to_float3(P1);
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p[2] = float4_to_float3(P2);
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p[3] = float4_to_float3(P3);
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tg = normalize(curvetangent(isect->u,p[0],p[1],p[2],p[3]));
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float3 p_curr = curvepoint(isect->u,p[0],p[1],p[2],p[3]);
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#ifdef __UV__
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sd->u = isect->u;
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sd->v = 0.0f;
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#endif
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if(kernel_data.curve_kernel_data.curveflags & CURVE_KN_RIBBONS)
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sd->Ng = normalize(-(D - tg * (dot(tg,D))));
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else {
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sd->Ng = normalize(P - p_curr);
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sd->Ng = sd->Ng - gd * tg;
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sd->Ng = normalize(sd->Ng);
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}
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sd->N = sd->Ng;
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}
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else {
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float3 dif = P - float4_to_float3(P1);
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#ifdef __UV__
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sd->u = dot(dif,tg)/l;
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sd->v = 0.0f;
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#endif
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if (flag & CURVE_KN_TRUETANGENTGNORMAL) {
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sd->Ng = -(D - tg * (dot(tg,D) * kernel_data.curve_kernel_data.normalmix));
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sd->Ng = normalize(sd->Ng);
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if (flag & CURVE_KN_NORMALCORRECTION) {
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sd->Ng = sd->Ng - gd * tg;
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sd->Ng = normalize(sd->Ng);
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}
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}
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else {
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sd->Ng = (dif - tg * sd->u * l) / (P1.w + sd->u * l * gd);
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if (gd != 0.0f) {
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sd->Ng = sd->Ng - gd * tg ;
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sd->Ng = normalize(sd->Ng);
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}
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}
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sd->N = sd->Ng;
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if (flag & CURVE_KN_TANGENTGNORMAL && !(flag & CURVE_KN_TRUETANGENTGNORMAL)) {
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sd->N = -(D - tg * (dot(tg,D) * kernel_data.curve_kernel_data.normalmix));
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sd->N = normalize(sd->N);
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if (flag & CURVE_KN_NORMALCORRECTION) {
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sd->N = sd->N - gd * tg;
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sd->N = normalize(sd->N);
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}
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}
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if (!(flag & CURVE_KN_TANGENTGNORMAL) && flag & CURVE_KN_TRUETANGENTGNORMAL) {
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sd->N = (dif - tg * sd->u * l) / (P1.w + sd->u * l * gd);
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if (gd != 0.0f) {
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sd->N = sd->N - gd * tg ;
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sd->N = normalize(sd->N);
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}
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}
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}
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#ifdef __DPDU__
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/* dPdu/dPdv */
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sd->dPdu = tg;
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sd->dPdv = cross(tg,sd->Ng);
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#endif
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/*add fading parameter for minimum pixel width with transparency bsdf*/
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/*sd->curve_transparency = isect->v;*/
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/*sd->curve_radius = sd->u * gd * l + r1;*/
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if(isect->object != ~0) {
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#ifdef __OBJECT_MOTION__
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Transform tfm = 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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}
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#endif
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CCL_NAMESPACE_END
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