diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-01-17 12:58:04 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-01-20 14:46:17 +0300 |
commit | 26cdc64a7fb03b2a732947ea71a3575e6087b0b4 (patch) | |
tree | 7c9c9d1b8796cb393456ca06dc41f92cfb0798b2 /intern/cycles/kernel/geom/geom_motion_triangle_shader.h | |
parent | 14d343a8f989fcde0433beb2936b8cbeddb3b816 (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.h | 123 |
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 + |