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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/geom/triangle.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/geom/triangle.h')
-rw-r--r--intern/cycles/kernel/geom/triangle.h370
1 files changed, 370 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/triangle.h b/intern/cycles/kernel/geom/triangle.h
new file mode 100644
index 00000000000..233e901c7ca
--- /dev/null
+++ b/intern/cycles/kernel/geom/triangle.h
@@ -0,0 +1,370 @@
+/*
+ * 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.
+ */
+
+/* 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 */
+
+#pragma once
+
+CCL_NAMESPACE_BEGIN
+
+/* Normal on triangle. */
+ccl_device_inline float3 triangle_normal(KernelGlobals kg, ccl_private ShaderData *sd)
+{
+ /* load triangle vertices */
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
+ const float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 0));
+ const float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 1));
+ const float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 2));
+
+ /* return normal */
+ if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
+ return normalize(cross(v2 - v0, v1 - v0));
+ }
+ else {
+ return normalize(cross(v1 - v0, v2 - v0));
+ }
+}
+
+/* Point and normal on triangle. */
+ccl_device_inline void triangle_point_normal(KernelGlobals kg,
+ int object,
+ int prim,
+ float u,
+ float v,
+ ccl_private float3 *P,
+ ccl_private float3 *Ng,
+ ccl_private int *shader)
+{
+ /* load triangle vertices */
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
+ float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 0));
+ float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 1));
+ float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 2));
+ /* compute point */
+ float t = 1.0f - u - v;
+ *P = (u * v0 + v * v1 + t * v2);
+ /* get object flags */
+ int object_flag = kernel_tex_fetch(__object_flag, object);
+ /* compute normal */
+ if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
+ *Ng = normalize(cross(v2 - v0, v1 - v0));
+ }
+ else {
+ *Ng = normalize(cross(v1 - v0, v2 - v0));
+ }
+ /* shader`*/
+ *shader = kernel_tex_fetch(__tri_shader, prim);
+}
+
+/* Triangle vertex locations */
+
+ccl_device_inline void triangle_vertices(KernelGlobals kg, int prim, float3 P[3])
+{
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
+ P[0] = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 0));
+ P[1] = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 1));
+ P[2] = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 2));
+}
+
+/* Triangle vertex locations and vertex normals */
+
+ccl_device_inline void triangle_vertices_and_normals(KernelGlobals kg,
+ int prim,
+ float3 P[3],
+ float3 N[3])
+{
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
+ P[0] = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 0));
+ P[1] = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 1));
+ P[2] = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 2));
+ N[0] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x));
+ N[1] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y));
+ N[2] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z));
+}
+
+/* Interpolate smooth vertex normal from vertices */
+
+ccl_device_inline float3
+triangle_smooth_normal(KernelGlobals kg, float3 Ng, int prim, float u, float v)
+{
+ /* load triangle vertices */
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
+ float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x));
+ float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y));
+ float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z));
+
+ float3 N = safe_normalize((1.0f - u - v) * n2 + u * n0 + v * n1);
+
+ return is_zero(N) ? Ng : N;
+}
+
+ccl_device_inline float3 triangle_smooth_normal_unnormalized(
+ KernelGlobals kg, ccl_private const ShaderData *sd, float3 Ng, int prim, float u, float v)
+{
+ /* load triangle vertices */
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
+ float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x));
+ float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y));
+ float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z));
+
+ /* ensure that the normals are in object space */
+ if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
+ object_inverse_normal_transform(kg, sd, &n0);
+ object_inverse_normal_transform(kg, sd, &n1);
+ object_inverse_normal_transform(kg, sd, &n2);
+ }
+
+ float3 N = (1.0f - u - v) * n2 + u * n0 + v * n1;
+
+ return is_zero(N) ? Ng : N;
+}
+
+/* Ray differentials on triangle */
+
+ccl_device_inline void triangle_dPdudv(KernelGlobals kg,
+ int prim,
+ ccl_private float3 *dPdu,
+ ccl_private float3 *dPdv)
+{
+ /* fetch triangle vertex coordinates */
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim);
+ const float3 p0 = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 0));
+ const float3 p1 = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 1));
+ const float3 p2 = float4_to_float3(kernel_tex_fetch(__tri_verts, tri_vindex.w + 2));
+
+ /* compute derivatives of P w.r.t. uv */
+ *dPdu = (p0 - p2);
+ *dPdv = (p1 - p2);
+}
+
+/* Reading attributes on various triangle elements */
+
+ccl_device float triangle_attribute_float(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc,
+ ccl_private float *dx,
+ ccl_private float *dy)
+{
+ if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
+ float f0, f1, f2;
+
+ if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
+ f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x);
+ f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y);
+ f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z);
+ }
+ else {
+ const int tri = desc.offset + sd->prim * 3;
+ f0 = kernel_tex_fetch(__attributes_float, tri + 0);
+ f1 = kernel_tex_fetch(__attributes_float, tri + 1);
+ f2 = kernel_tex_fetch(__attributes_float, tri + 2);
+ }
+
+#ifdef __RAY_DIFFERENTIALS__
+ if (dx)
+ *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
+ if (dy)
+ *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
+#endif
+
+ return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
+ }
+ else {
+#ifdef __RAY_DIFFERENTIALS__
+ if (dx)
+ *dx = 0.0f;
+ if (dy)
+ *dy = 0.0f;
+#endif
+
+ if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
+ const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
+ desc.offset;
+ return kernel_tex_fetch(__attributes_float, offset);
+ }
+ else {
+ return 0.0f;
+ }
+ }
+}
+
+ccl_device float2 triangle_attribute_float2(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc,
+ ccl_private float2 *dx,
+ ccl_private float2 *dy)
+{
+ if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
+ float2 f0, f1, f2;
+
+ if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
+ f0 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.x);
+ f1 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.y);
+ f2 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.z);
+ }
+ else {
+ const int tri = desc.offset + sd->prim * 3;
+ f0 = kernel_tex_fetch(__attributes_float2, tri + 0);
+ f1 = kernel_tex_fetch(__attributes_float2, tri + 1);
+ f2 = kernel_tex_fetch(__attributes_float2, tri + 2);
+ }
+
+#ifdef __RAY_DIFFERENTIALS__
+ if (dx)
+ *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
+ if (dy)
+ *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
+#endif
+
+ return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
+ }
+ else {
+#ifdef __RAY_DIFFERENTIALS__
+ if (dx)
+ *dx = make_float2(0.0f, 0.0f);
+ if (dy)
+ *dy = make_float2(0.0f, 0.0f);
+#endif
+
+ if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
+ const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
+ desc.offset;
+ return kernel_tex_fetch(__attributes_float2, offset);
+ }
+ else {
+ return make_float2(0.0f, 0.0f);
+ }
+ }
+}
+
+ccl_device float3 triangle_attribute_float3(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc,
+ ccl_private float3 *dx,
+ ccl_private float3 *dy)
+{
+ if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
+ float3 f0, f1, f2;
+
+ if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
+ f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x));
+ f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y));
+ f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z));
+ }
+ else {
+ const int tri = desc.offset + sd->prim * 3;
+ f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
+ f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
+ f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2));
+ }
+
+#ifdef __RAY_DIFFERENTIALS__
+ if (dx)
+ *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
+ if (dy)
+ *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
+#endif
+
+ return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
+ }
+ else {
+#ifdef __RAY_DIFFERENTIALS__
+ if (dx)
+ *dx = make_float3(0.0f, 0.0f, 0.0f);
+ if (dy)
+ *dy = make_float3(0.0f, 0.0f, 0.0f);
+#endif
+
+ if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
+ const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
+ desc.offset;
+ return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset));
+ }
+ else {
+ return make_float3(0.0f, 0.0f, 0.0f);
+ }
+ }
+}
+
+ccl_device float4 triangle_attribute_float4(KernelGlobals kg,
+ ccl_private const ShaderData *sd,
+ const AttributeDescriptor desc,
+ ccl_private float4 *dx,
+ ccl_private float4 *dy)
+{
+ if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER |
+ ATTR_ELEMENT_CORNER_BYTE)) {
+ float4 f0, f1, f2;
+
+ if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
+ const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim);
+ f0 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x);
+ f1 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y);
+ f2 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z);
+ }
+ else {
+ const int tri = desc.offset + sd->prim * 3;
+ if (desc.element == ATTR_ELEMENT_CORNER) {
+ f0 = kernel_tex_fetch(__attributes_float3, tri + 0);
+ f1 = kernel_tex_fetch(__attributes_float3, tri + 1);
+ f2 = kernel_tex_fetch(__attributes_float3, tri + 2);
+ }
+ else {
+ f0 = color_srgb_to_linear_v4(
+ color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0)));
+ f1 = color_srgb_to_linear_v4(
+ color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1)));
+ f2 = color_srgb_to_linear_v4(
+ color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2)));
+ }
+ }
+
+#ifdef __RAY_DIFFERENTIALS__
+ if (dx)
+ *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2;
+ if (dy)
+ *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2;
+#endif
+
+ return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2;
+ }
+ else {
+#ifdef __RAY_DIFFERENTIALS__
+ 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);
+#endif
+
+ if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
+ const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
+ desc.offset;
+ return kernel_tex_fetch(__attributes_float3, offset);
+ }
+ else {
+ return make_float4(0.0f, 0.0f, 0.0f, 0.0f);
+ }
+ }
+}
+
+CCL_NAMESPACE_END