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authorSergey Sharybin <sergey.vfx@gmail.com>2014-12-15 18:21:41 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2014-12-25 00:50:48 +0300
commitf4df3ec05a61dcebdcc0faa97ead8f7a1d8af71c (patch)
tree39293d7e6986ae5b81996fcb7a6da49ca9965a07
parent43421e9c5354b6f061cd51922e1a31579b94c6af (diff)
Cycles: Move triangle intersection functions into own file
This way extending intersection routines with some pre-calculation step wouldn't explode the single file size, hopefully keeping them all in a nice maintainable state.
-rw-r--r--intern/cycles/kernel/CMakeLists.txt1
-rw-r--r--intern/cycles/kernel/geom/geom.h1
-rw-r--r--intern/cycles/kernel/geom/geom_triangle.h209
-rw-r--r--intern/cycles/kernel/geom/geom_triangle_intersect.h230
4 files changed, 233 insertions, 208 deletions
diff --git a/intern/cycles/kernel/CMakeLists.txt b/intern/cycles/kernel/CMakeLists.txt
index 0ff227938ae..ca1065f114a 100644
--- a/intern/cycles/kernel/CMakeLists.txt
+++ b/intern/cycles/kernel/CMakeLists.txt
@@ -124,6 +124,7 @@ set(SRC_GEOM_HEADERS
geom/geom_object.h
geom/geom_primitive.h
geom/geom_triangle.h
+ geom/geom_triangle_intersect.h
geom/geom_volume.h
)
diff --git a/intern/cycles/kernel/geom/geom.h b/intern/cycles/kernel/geom/geom.h
index 9495a2541f9..3a768f37dd9 100644
--- a/intern/cycles/kernel/geom/geom.h
+++ b/intern/cycles/kernel/geom/geom.h
@@ -35,6 +35,7 @@
#include "geom_attribute.h"
#include "geom_object.h"
#include "geom_triangle.h"
+#include "geom_triangle_intersect.h"
#include "geom_motion_triangle.h"
#include "geom_motion_curve.h"
#include "geom_curve.h"
diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h
index c08a82ee038..0390804d131 100644
--- a/intern/cycles/kernel/geom/geom_triangle.h
+++ b/intern/cycles/kernel/geom/geom_triangle.h
@@ -17,105 +17,10 @@
/* Triangle Primitive
*
- * Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
- * ray intersection we use a precomputed triangle storage to accelerate
- * intersection at the cost of more memory usage */
+ * Basic triangle with 3 vertices is used to represent mesh surfaces. */
CCL_NAMESPACE_BEGIN
-/* Refine triangle intersection to more precise hit point. For rays that travel
- * far the precision is often not so good, this reintersects the primitive from
- * a closer distance. */
-
-ccl_device_inline float3 triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
-{
- float3 P = ray->P;
- float3 D = ray->D;
- float t = isect->t;
-
-#ifdef __INTERSECTION_REFINE__
- if(isect->object != OBJECT_NONE) {
-#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 != OBJECT_NONE) {
-#ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_tfm;
-#else
- Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
-#endif
-
- P = transform_point(&tfm, P);
- }
-
- return P;
-#else
- return P + D*t;
-#endif
-}
-
-/* same as above, except that isect->t is assumed to be in object space for instancing */
-ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
-{
- float3 P = ray->P;
- float3 D = ray->D;
- float t = isect->t;
-
-#ifdef __INTERSECTION_REFINE__
- if(isect->object != OBJECT_NONE) {
-#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 != OBJECT_NONE) {
-#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
-}
-
/* normal on triangle */
ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd)
{
@@ -298,116 +203,4 @@ ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData
}
}
-/* Ray-Triangle intersection for BVH traversal
- *
- * Based on Sven Woop's algorithm with precomputed triangle storage */
-
-ccl_device_inline bool triangle_intersect(KernelGlobals *kg, Intersection *isect,
- float3 P, float3 dir, 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);
-
- 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->t = t;
- isect->u = u;
- isect->v = v;
- isect->prim = triAddr;
- isect->object = object;
- isect->type = PRIMITIVE_TRIANGLE;
- return true;
- }
- }
- }
- }
-
- return false;
-}
-
-/* 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. */
-
-#ifdef __SUBSURFACE__
-ccl_device_inline void triangle_intersect_subsurface(KernelGlobals *kg, Intersection *isect_array,
- float3 P, float3 dir, 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);
-
- 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->t = t;
- isect->u = u;
- isect->v = v;
- isect->prim = triAddr;
- isect->object = object;
- isect->type = PRIMITIVE_TRIANGLE;
- }
- }
- }
-}
-#endif
-
CCL_NAMESPACE_END
-
diff --git a/intern/cycles/kernel/geom/geom_triangle_intersect.h b/intern/cycles/kernel/geom/geom_triangle_intersect.h
new file mode 100644
index 00000000000..b965bddf330
--- /dev/null
+++ b/intern/cycles/kernel/geom/geom_triangle_intersect.h
@@ -0,0 +1,230 @@
+/*
+ * 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.
+ */
+
+/* Triangle/Ray intersections
+ *
+ * Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
+ * ray intersection we use a precomputed triangle storage to accelerate
+ * intersection at the cost of more memory usage */
+
+CCL_NAMESPACE_BEGIN
+
+/* Ray-Triangle intersection for BVH traversal
+ *
+ * Based on Sven Woop's algorithm with precomputed triangle storage */
+
+ccl_device_inline bool triangle_intersect(KernelGlobals *kg, Intersection *isect,
+ float3 P, float3 dir, 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);
+
+ 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->t = t;
+ isect->u = u;
+ isect->v = v;
+ isect->prim = triAddr;
+ isect->object = object;
+ isect->type = PRIMITIVE_TRIANGLE;
+ return true;
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+/* 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. */
+
+#ifdef __SUBSURFACE__
+ccl_device_inline void triangle_intersect_subsurface(KernelGlobals *kg, Intersection *isect_array,
+ float3 P, float3 dir, 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);
+
+ 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->t = t;
+ isect->u = u;
+ isect->v = v;
+ isect->prim = triAddr;
+ isect->object = object;
+ isect->type = PRIMITIVE_TRIANGLE;
+ }
+ }
+ }
+}
+#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. */
+
+ccl_device_inline float3 triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
+{
+ float3 P = ray->P;
+ float3 D = ray->D;
+ float t = isect->t;
+
+#ifdef __INTERSECTION_REFINE__
+ if(isect->object != OBJECT_NONE) {
+#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 != OBJECT_NONE) {
+#ifdef __OBJECT_MOTION__
+ Transform tfm = sd->ob_tfm;
+#else
+ Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
+#endif
+
+ P = transform_point(&tfm, P);
+ }
+
+ return P;
+#else
+ return P + D*t;
+#endif
+}
+
+/* same as above, except that isect->t is assumed to be in object space for instancing */
+ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
+{
+ float3 P = ray->P;
+ float3 D = ray->D;
+ float t = isect->t;
+
+#ifdef __INTERSECTION_REFINE__
+ if(isect->object != OBJECT_NONE) {
+#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 != OBJECT_NONE) {
+#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
+}
+
+CCL_NAMESPACE_END