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authorBrecht Van Lommel <brecht@blender.org>2021-10-24 15:19:19 +0300
committerBrecht Van Lommel <brecht@blender.org>2021-10-26 16:37:04 +0300
commitfd25e883e2807a151f673b87c152a59701a0df80 (patch)
tree9441933f32ba2672ca71c58842342a9c525e123e /intern/cycles/kernel/bvh/util.h
parentd7d40745fa09061a3117bd3669c5a46bbf611eae (diff)
Cycles: remove prefix from source code file names
Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
Diffstat (limited to 'intern/cycles/kernel/bvh/util.h')
-rw-r--r--intern/cycles/kernel/bvh/util.h226
1 files changed, 226 insertions, 0 deletions
diff --git a/intern/cycles/kernel/bvh/util.h b/intern/cycles/kernel/bvh/util.h
new file mode 100644
index 00000000000..8686f887021
--- /dev/null
+++ b/intern/cycles/kernel/bvh/util.h
@@ -0,0 +1,226 @@
+/*
+ * Copyright 2011-2013 Blender Foundation
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * 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.
+ */
+
+#pragma once
+
+CCL_NAMESPACE_BEGIN
+
+/* Ray offset to avoid self intersection.
+ *
+ * This function should be used to compute a modified ray start position for
+ * rays leaving from a surface. */
+
+ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
+{
+#ifdef __INTERSECTION_REFINE__
+ const float epsilon_f = 1e-5f;
+ /* ideally this should match epsilon_f, but instancing and motion blur
+ * precision makes it problematic */
+ const float epsilon_test = 1.0f;
+ const int epsilon_i = 32;
+
+ float3 res;
+
+ /* x component */
+ if (fabsf(P.x) < epsilon_test) {
+ res.x = P.x + Ng.x * epsilon_f;
+ }
+ else {
+ uint ix = __float_as_uint(P.x);
+ ix += ((ix ^ __float_as_uint(Ng.x)) >> 31) ? -epsilon_i : epsilon_i;
+ res.x = __uint_as_float(ix);
+ }
+
+ /* y component */
+ if (fabsf(P.y) < epsilon_test) {
+ res.y = P.y + Ng.y * epsilon_f;
+ }
+ else {
+ uint iy = __float_as_uint(P.y);
+ iy += ((iy ^ __float_as_uint(Ng.y)) >> 31) ? -epsilon_i : epsilon_i;
+ res.y = __uint_as_float(iy);
+ }
+
+ /* z component */
+ if (fabsf(P.z) < epsilon_test) {
+ res.z = P.z + Ng.z * epsilon_f;
+ }
+ else {
+ uint iz = __float_as_uint(P.z);
+ iz += ((iz ^ __float_as_uint(Ng.z)) >> 31) ? -epsilon_i : epsilon_i;
+ res.z = __uint_as_float(iz);
+ }
+
+ return res;
+#else
+ const float epsilon_f = 1e-4f;
+ return P + epsilon_f * Ng;
+#endif
+}
+
+#if defined(__KERNEL_CPU__)
+ccl_device int intersections_compare(const void *a, const void *b)
+{
+ const Intersection *isect_a = (const Intersection *)a;
+ const Intersection *isect_b = (const Intersection *)b;
+
+ if (isect_a->t < isect_b->t)
+ return -1;
+ else if (isect_a->t > isect_b->t)
+ return 1;
+ else
+ return 0;
+}
+#endif
+
+/* For subsurface scattering, only sorting a small amount of intersections
+ * so bubble sort is fine for CPU and GPU. */
+ccl_device_inline void sort_intersections_and_normals(ccl_private Intersection *hits,
+ ccl_private float3 *Ng,
+ uint num_hits)
+{
+ bool swapped;
+ do {
+ swapped = false;
+ for (int j = 0; j < num_hits - 1; ++j) {
+ if (hits[j].t > hits[j + 1].t) {
+ struct Intersection tmp_hit = hits[j];
+ float3 tmp_Ng = Ng[j];
+ hits[j] = hits[j + 1];
+ Ng[j] = Ng[j + 1];
+ hits[j + 1] = tmp_hit;
+ Ng[j + 1] = tmp_Ng;
+ swapped = true;
+ }
+ }
+ --num_hits;
+ } while (swapped);
+}
+
+/* Utility to quickly get flags from an intersection. */
+
+ccl_device_forceinline int intersection_get_shader_flags(KernelGlobals kg,
+ const int prim,
+ const int type)
+{
+ int shader = 0;
+
+#ifdef __HAIR__
+ if (type & PRIMITIVE_ALL_TRIANGLE)
+#endif
+ {
+ shader = kernel_tex_fetch(__tri_shader, prim);
+ }
+#ifdef __HAIR__
+ else {
+ shader = kernel_tex_fetch(__curves, prim).shader_id;
+ }
+#endif
+
+ return kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags;
+}
+
+ccl_device_forceinline int intersection_get_shader_from_isect_prim(KernelGlobals kg,
+ const int prim,
+ const int isect_type)
+{
+ int shader = 0;
+
+#ifdef __HAIR__
+ if (isect_type & PRIMITIVE_ALL_TRIANGLE)
+#endif
+ {
+ shader = kernel_tex_fetch(__tri_shader, prim);
+ }
+#ifdef __HAIR__
+ else {
+ shader = kernel_tex_fetch(__curves, prim).shader_id;
+ }
+#endif
+
+ return shader & SHADER_MASK;
+}
+
+ccl_device_forceinline int intersection_get_shader(
+ KernelGlobals kg, ccl_private const Intersection *ccl_restrict isect)
+{
+ return intersection_get_shader_from_isect_prim(kg, isect->prim, isect->type);
+}
+
+ccl_device_forceinline int intersection_get_object_flags(
+ KernelGlobals kg, ccl_private const Intersection *ccl_restrict isect)
+{
+ return kernel_tex_fetch(__object_flag, isect->object);
+}
+
+/* TODO: find a better (faster) solution for this. Maybe store offset per object for
+ * attributes needed in intersection? */
+ccl_device_inline int intersection_find_attribute(KernelGlobals kg,
+ const int object,
+ const uint id)
+{
+ uint attr_offset = kernel_tex_fetch(__objects, object).attribute_map_offset;
+ uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
+
+ while (attr_map.x != id) {
+ if (UNLIKELY(attr_map.x == ATTR_STD_NONE)) {
+ if (UNLIKELY(attr_map.y == 0)) {
+ return (int)ATTR_STD_NOT_FOUND;
+ }
+ else {
+ /* Chain jump to a different part of the table. */
+ attr_offset = attr_map.z;
+ }
+ }
+ else {
+ attr_offset += ATTR_PRIM_TYPES;
+ }
+ attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
+ }
+
+ /* return result */
+ return (attr_map.y == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : (int)attr_map.z;
+}
+
+/* Transparent Shadows */
+
+/* Cut-off value to stop transparent shadow tracing when practically opaque. */
+#define CURVE_SHADOW_TRANSPARENCY_CUTOFF 0.001f
+
+ccl_device_inline float intersection_curve_shadow_transparency(KernelGlobals kg,
+ const int object,
+ const int prim,
+ const float u)
+{
+ /* Find attribute. */
+ const int offset = intersection_find_attribute(kg, object, ATTR_STD_SHADOW_TRANSPARENCY);
+ if (offset == ATTR_STD_NOT_FOUND) {
+ /* If no shadow transparency attribute, assume opaque. */
+ return 0.0f;
+ }
+
+ /* Interpolate transparency between curve keys. */
+ const KernelCurve kcurve = kernel_tex_fetch(__curves, prim);
+ const int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(kcurve.type);
+ const int k1 = k0 + 1;
+
+ const float f0 = kernel_tex_fetch(__attributes_float, offset + k0);
+ const float f1 = kernel_tex_fetch(__attributes_float, offset + k1);
+
+ return (1.0f - u) * f0 + u * f1;
+}
+
+CCL_NAMESPACE_END