diff options
author | Brecht Van Lommel <brecht@blender.org> | 2021-10-24 15:19:19 +0300 |
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committer | Brecht Van Lommel <brecht@blender.org> | 2021-10-26 16:37:04 +0300 |
commit | fd25e883e2807a151f673b87c152a59701a0df80 (patch) | |
tree | 9441933f32ba2672ca71c58842342a9c525e123e /intern/cycles/kernel/geom/primitive.h | |
parent | d7d40745fa09061a3117bd3669c5a46bbf611eae (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/geom/primitive.h')
-rw-r--r-- | intern/cycles/kernel/geom/primitive.h | 351 |
1 files changed, 351 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/primitive.h b/intern/cycles/kernel/geom/primitive.h new file mode 100644 index 00000000000..7a8921b6d6e --- /dev/null +++ b/intern/cycles/kernel/geom/primitive.h @@ -0,0 +1,351 @@ +/* + * 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. + */ + +/* Primitive Utilities + * + * Generic functions to look up mesh, curve and volume primitive attributes for + * shading and render passes. */ + +#pragma once + +#include "kernel/camera/projection.h" + +CCL_NAMESPACE_BEGIN + +/* Surface Attributes + * + * Read geometry attributes for surface shading. This is distinct from volume + * attributes for performance, mainly for GPU performance to avoid bringing in + * heavy volume interpolation code. */ + +ccl_device_inline float primitive_surface_attribute_float(KernelGlobals kg, + ccl_private const ShaderData *sd, + const AttributeDescriptor desc, + ccl_private float *dx, + ccl_private float *dy) +{ + if (sd->type & PRIMITIVE_ALL_TRIANGLE) { + if (subd_triangle_patch(kg, sd) == ~0) + return triangle_attribute_float(kg, sd, desc, dx, dy); + else + return subd_triangle_attribute_float(kg, sd, desc, dx, dy); + } +#ifdef __HAIR__ + else if (sd->type & PRIMITIVE_ALL_CURVE) { + return curve_attribute_float(kg, sd, desc, dx, dy); + } +#endif + else { + if (dx) + *dx = 0.0f; + if (dy) + *dy = 0.0f; + return 0.0f; + } +} + +ccl_device_inline float2 primitive_surface_attribute_float2(KernelGlobals kg, + ccl_private const ShaderData *sd, + const AttributeDescriptor desc, + ccl_private float2 *dx, + ccl_private float2 *dy) +{ + if (sd->type & PRIMITIVE_ALL_TRIANGLE) { + if (subd_triangle_patch(kg, sd) == ~0) + return triangle_attribute_float2(kg, sd, desc, dx, dy); + else + return subd_triangle_attribute_float2(kg, sd, desc, dx, dy); + } +#ifdef __HAIR__ + else if (sd->type & PRIMITIVE_ALL_CURVE) { + return curve_attribute_float2(kg, sd, desc, dx, dy); + } +#endif + else { + if (dx) + *dx = make_float2(0.0f, 0.0f); + if (dy) + *dy = make_float2(0.0f, 0.0f); + return make_float2(0.0f, 0.0f); + } +} + +ccl_device_inline float3 primitive_surface_attribute_float3(KernelGlobals kg, + ccl_private const ShaderData *sd, + const AttributeDescriptor desc, + ccl_private float3 *dx, + ccl_private float3 *dy) +{ + if (sd->type & PRIMITIVE_ALL_TRIANGLE) { + if (subd_triangle_patch(kg, sd) == ~0) + return triangle_attribute_float3(kg, sd, desc, dx, dy); + else + return subd_triangle_attribute_float3(kg, sd, desc, dx, dy); + } +#ifdef __HAIR__ + else if (sd->type & PRIMITIVE_ALL_CURVE) { + return curve_attribute_float3(kg, sd, desc, dx, dy); + } +#endif + else { + if (dx) + *dx = make_float3(0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float3(0.0f, 0.0f, 0.0f); + return make_float3(0.0f, 0.0f, 0.0f); + } +} + +ccl_device_forceinline float4 primitive_surface_attribute_float4(KernelGlobals kg, + ccl_private const ShaderData *sd, + const AttributeDescriptor desc, + ccl_private float4 *dx, + ccl_private float4 *dy) +{ + if (sd->type & PRIMITIVE_ALL_TRIANGLE) { + if (subd_triangle_patch(kg, sd) == ~0) + return triangle_attribute_float4(kg, sd, desc, dx, dy); + else + return subd_triangle_attribute_float4(kg, sd, desc, dx, dy); + } +#ifdef __HAIR__ + else if (sd->type & PRIMITIVE_ALL_CURVE) { + return curve_attribute_float4(kg, sd, desc, dx, dy); + } +#endif + else { + if (dx) + *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + return make_float4(0.0f, 0.0f, 0.0f, 0.0f); + } +} + +#ifdef __VOLUME__ +/* Volume Attributes + * + * Read geometry attributes for volume shading. This is distinct from surface + * attributes for performance, mainly for GPU performance to avoid bringing in + * heavy volume interpolation code. */ + +ccl_device_inline bool primitive_is_volume_attribute(ccl_private const ShaderData *sd, + const AttributeDescriptor desc) +{ + return sd->type == PRIMITIVE_VOLUME; +} + +ccl_device_inline float primitive_volume_attribute_float(KernelGlobals kg, + ccl_private const ShaderData *sd, + const AttributeDescriptor desc) +{ + if (primitive_is_volume_attribute(sd, desc)) { + return volume_attribute_value_to_float(volume_attribute_float4(kg, sd, desc)); + } + else { + return 0.0f; + } +} + +ccl_device_inline float3 primitive_volume_attribute_float3(KernelGlobals kg, + ccl_private const ShaderData *sd, + const AttributeDescriptor desc) +{ + if (primitive_is_volume_attribute(sd, desc)) { + return volume_attribute_value_to_float3(volume_attribute_float4(kg, sd, desc)); + } + else { + return make_float3(0.0f, 0.0f, 0.0f); + } +} + +ccl_device_inline float4 primitive_volume_attribute_float4(KernelGlobals kg, + ccl_private const ShaderData *sd, + const AttributeDescriptor desc) +{ + if (primitive_is_volume_attribute(sd, desc)) { + return volume_attribute_float4(kg, sd, desc); + } + else { + return make_float4(0.0f, 0.0f, 0.0f, 0.0f); + } +} +#endif + +/* Default UV coordinate */ + +ccl_device_inline float3 primitive_uv(KernelGlobals kg, ccl_private const ShaderData *sd) +{ + const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_UV); + + if (desc.offset == ATTR_STD_NOT_FOUND) + return make_float3(0.0f, 0.0f, 0.0f); + + float2 uv = primitive_surface_attribute_float2(kg, sd, desc, NULL, NULL); + return make_float3(uv.x, uv.y, 1.0f); +} + +/* Ptex coordinates */ + +ccl_device bool primitive_ptex(KernelGlobals kg, + ccl_private ShaderData *sd, + ccl_private float2 *uv, + ccl_private int *face_id) +{ + /* storing ptex data as attributes is not memory efficient but simple for tests */ + const AttributeDescriptor desc_face_id = find_attribute(kg, sd, ATTR_STD_PTEX_FACE_ID); + const AttributeDescriptor desc_uv = find_attribute(kg, sd, ATTR_STD_PTEX_UV); + + if (desc_face_id.offset == ATTR_STD_NOT_FOUND || desc_uv.offset == ATTR_STD_NOT_FOUND) + return false; + + float3 uv3 = primitive_surface_attribute_float3(kg, sd, desc_uv, NULL, NULL); + float face_id_f = primitive_surface_attribute_float(kg, sd, desc_face_id, NULL, NULL); + + *uv = make_float2(uv3.x, uv3.y); + *face_id = (int)face_id_f; + + return true; +} + +/* Surface tangent */ + +ccl_device float3 primitive_tangent(KernelGlobals kg, ccl_private ShaderData *sd) +{ +#ifdef __HAIR__ + if (sd->type & PRIMITIVE_ALL_CURVE) +# ifdef __DPDU__ + return normalize(sd->dPdu); +# else + return make_float3(0.0f, 0.0f, 0.0f); +# endif +#endif + + /* try to create spherical tangent from generated coordinates */ + const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED); + + if (desc.offset != ATTR_STD_NOT_FOUND) { + float3 data = primitive_surface_attribute_float3(kg, sd, desc, NULL, NULL); + data = make_float3(-(data.y - 0.5f), (data.x - 0.5f), 0.0f); + object_normal_transform(kg, sd, &data); + return cross(sd->N, normalize(cross(data, sd->N))); + } + else { + /* otherwise use surface derivatives */ +#ifdef __DPDU__ + return normalize(sd->dPdu); +#else + return make_float3(0.0f, 0.0f, 0.0f); +#endif + } +} + +/* Motion vector for motion pass */ + +ccl_device_inline float4 primitive_motion_vector(KernelGlobals kg, + ccl_private const ShaderData *sd) +{ + /* center position */ + float3 center; + +#ifdef __HAIR__ + bool is_curve_primitive = sd->type & PRIMITIVE_ALL_CURVE; + if (is_curve_primitive) { + center = curve_motion_center_location(kg, sd); + + if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { + object_position_transform(kg, sd, ¢er); + } + } + else +#endif + center = sd->P; + + float3 motion_pre = center, motion_post = center; + + /* deformation motion */ + AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_MOTION_VERTEX_POSITION); + + if (desc.offset != ATTR_STD_NOT_FOUND) { + /* get motion info */ + int numverts, numkeys; + object_motion_info(kg, sd->object, NULL, &numverts, &numkeys); + + /* lookup attributes */ + motion_pre = primitive_surface_attribute_float3(kg, sd, desc, NULL, NULL); + + desc.offset += (sd->type & PRIMITIVE_ALL_TRIANGLE) ? numverts : numkeys; + motion_post = primitive_surface_attribute_float3(kg, sd, desc, NULL, NULL); + +#ifdef __HAIR__ + if (is_curve_primitive && (sd->object_flag & SD_OBJECT_HAS_VERTEX_MOTION) == 0) { + object_position_transform(kg, sd, &motion_pre); + object_position_transform(kg, sd, &motion_post); + } +#endif + } + + /* object motion. note that depending on the mesh having motion vectors, this + * transformation was set match the world/object space of motion_pre/post */ + Transform tfm; + + tfm = object_fetch_motion_pass_transform(kg, sd->object, OBJECT_PASS_MOTION_PRE); + motion_pre = transform_point(&tfm, motion_pre); + + tfm = object_fetch_motion_pass_transform(kg, sd->object, OBJECT_PASS_MOTION_POST); + motion_post = transform_point(&tfm, motion_post); + + float3 motion_center; + + /* camera motion, for perspective/orthographic motion.pre/post will be a + * world-to-raster matrix, for panorama it's world-to-camera */ + if (kernel_data.cam.type != CAMERA_PANORAMA) { + ProjectionTransform projection = kernel_data.cam.worldtoraster; + motion_center = transform_perspective(&projection, center); + + projection = kernel_data.cam.perspective_pre; + motion_pre = transform_perspective(&projection, motion_pre); + + projection = kernel_data.cam.perspective_post; + motion_post = transform_perspective(&projection, motion_post); + } + else { + tfm = kernel_data.cam.worldtocamera; + motion_center = normalize(transform_point(&tfm, center)); + motion_center = float2_to_float3(direction_to_panorama(&kernel_data.cam, motion_center)); + motion_center.x *= kernel_data.cam.width; + motion_center.y *= kernel_data.cam.height; + + tfm = kernel_data.cam.motion_pass_pre; + motion_pre = normalize(transform_point(&tfm, motion_pre)); + motion_pre = float2_to_float3(direction_to_panorama(&kernel_data.cam, motion_pre)); + motion_pre.x *= kernel_data.cam.width; + motion_pre.y *= kernel_data.cam.height; + + tfm = kernel_data.cam.motion_pass_post; + motion_post = normalize(transform_point(&tfm, motion_post)); + motion_post = float2_to_float3(direction_to_panorama(&kernel_data.cam, motion_post)); + motion_post.x *= kernel_data.cam.width; + motion_post.y *= kernel_data.cam.height; + } + + motion_pre = motion_pre - motion_center; + motion_post = motion_center - motion_post; + + return make_float4(motion_pre.x, motion_pre.y, motion_post.x, motion_post.y); +} + +CCL_NAMESPACE_END |