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authorSergey Sharybin <sergey.vfx@gmail.com>2017-01-17 12:58:04 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-01-20 14:46:17 +0300
commit26cdc64a7fb03b2a732947ea71a3575e6087b0b4 (patch)
tree7c9c9d1b8796cb393456ca06dc41f92cfb0798b2 /intern/cycles/kernel/geom/geom_motion_triangle_shader.h
parent14d343a8f989fcde0433beb2936b8cbeddb3b816 (diff)
Cycles: Split motion triangle file once again, avoids annoying forward declarations
Diffstat (limited to 'intern/cycles/kernel/geom/geom_motion_triangle_shader.h')
-rw-r--r--intern/cycles/kernel/geom/geom_motion_triangle_shader.h123
1 files changed, 123 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/geom_motion_triangle_shader.h b/intern/cycles/kernel/geom/geom_motion_triangle_shader.h
new file mode 100644
index 00000000000..c5dbc6a2f52
--- /dev/null
+++ b/intern/cycles/kernel/geom/geom_motion_triangle_shader.h
@@ -0,0 +1,123 @@
+/*
+ * Copyright 2011-2016 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.
+ */
+
+/* Motion Triangle Primitive
+ *
+ * These are stored as regular triangles, plus extra positions and normals at
+ * times other than the frame center. Computing the triangle vertex positions
+ * or normals at a given ray time is a matter of interpolation of the two steps
+ * between which the ray time lies.
+ *
+ * The extra positions and normals are stored as ATTR_STD_MOTION_VERTEX_POSITION
+ * and ATTR_STD_MOTION_VERTEX_NORMAL mesh attributes.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Setup of motion triangle specific parts of ShaderData, moved into this one
+ * function to more easily share computation of interpolated positions and
+ * normals */
+
+/* return 3 triangle vertex normals */
+ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg,
+ ShaderData *sd, const
+ Intersection *isect,
+ const Ray *ray,
+ bool subsurface)
+{
+ /* Get shader. */
+ ccl_fetch(sd, shader) = kernel_tex_fetch(__tri_shader, ccl_fetch(sd, prim));
+ /* Get motion info. */
+ /* TODO(sergey): This logic is really similar to motion_triangle_vertices(),
+ * can we de-duplicate something here?
+ */
+ int numsteps, numverts;
+ object_motion_info(kg, ccl_fetch(sd, object), &numsteps, &numverts, NULL);
+ /* Figure out which steps we need to fetch and their interpolation factor. */
+ int maxstep = numsteps*2;
+ int step = min((int)(ccl_fetch(sd, time)*maxstep), maxstep-1);
+ float t = ccl_fetch(sd, time)*maxstep - step;
+ /* Find attribute. */
+ AttributeElement elem;
+ int offset = find_attribute_motion(kg, ccl_fetch(sd, object),
+ ATTR_STD_MOTION_VERTEX_POSITION,
+ &elem);
+ kernel_assert(offset != ATTR_STD_NOT_FOUND);
+ /* Fetch vertex coordinates. */
+ float3 verts[3], next_verts[3];
+ uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, ccl_fetch(sd, prim));
+ motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts);
+ motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_verts);
+ /* Interpolate between steps. */
+ verts[0] = (1.0f - t)*verts[0] + t*next_verts[0];
+ verts[1] = (1.0f - t)*verts[1] + t*next_verts[1];
+ verts[2] = (1.0f - t)*verts[2] + t*next_verts[2];
+ /* Compute refined position. */
+#ifdef __SUBSURFACE__
+ if(subsurface) {
+ ccl_fetch(sd, P) = motion_triangle_refine_subsurface(kg,
+ sd,
+ isect,
+ ray,
+ verts);
+ }
+ else
+#endif /* __SUBSURFACE__*/
+ {
+ ccl_fetch(sd, P) = motion_triangle_refine(kg, sd, isect, ray, verts);
+ }
+ /* Compute face normal. */
+ float3 Ng;
+ if(ccl_fetch(sd, flag) & SD_NEGATIVE_SCALE_APPLIED) {
+ Ng = normalize(cross(verts[2] - verts[0], verts[1] - verts[0]));
+ }
+ else {
+ Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
+ }
+ ccl_fetch(sd, Ng) = Ng;
+ ccl_fetch(sd, N) = Ng;
+ /* Compute derivatives of P w.r.t. uv. */
+#ifdef __DPDU__
+ ccl_fetch(sd, dPdu) = (verts[0] - verts[2]);
+ ccl_fetch(sd, dPdv) = (verts[1] - verts[2]);
+#endif
+ /* Compute smooth normal. */
+ if(ccl_fetch(sd, shader) & SHADER_SMOOTH_NORMAL) {
+ /* Find attribute. */
+ AttributeElement elem;
+ int offset = find_attribute_motion(kg,
+ ccl_fetch(sd, object),
+ ATTR_STD_MOTION_VERTEX_NORMAL,
+ &elem);
+ kernel_assert(offset != ATTR_STD_NOT_FOUND);
+ /* Fetch vertex coordinates. */
+ float3 normals[3], next_normals[3];
+ motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step, normals);
+ motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_normals);
+ /* Interpolate between steps. */
+ normals[0] = (1.0f - t)*normals[0] + t*next_normals[0];
+ normals[1] = (1.0f - t)*normals[1] + t*next_normals[1];
+ normals[2] = (1.0f - t)*normals[2] + t*next_normals[2];
+ /* Interpolate between vertices. */
+ float u = ccl_fetch(sd, u);
+ float v = ccl_fetch(sd, v);
+ float w = 1.0f - u - v;
+ ccl_fetch(sd, N) = (u*normals[0] + v*normals[1] + w*normals[2]);
+ }
+}
+
+CCL_NAMESPACE_END
+