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authorMiika Hamalainen <blender@miikah.org>2011-11-09 19:46:53 +0400
committerMiika Hamalainen <blender@miikah.org>2011-11-09 19:46:53 +0400
commit1b4a54ad73c058baa59ffdc9e5f18b0b79030fb0 (patch)
treea5b84d392ea14b0d760a5e24f7a8e51f203d558c /intern/cycles/kernel/kernel_triangle.h
parentedec46b0a6aac18f406991b9e16228d4bd848c61 (diff)
parentbc5ec4e69cf3308c2563239c0e8372b853800a78 (diff)
Merge with trunk r41701soc-2011-carrot
Diffstat (limited to 'intern/cycles/kernel/kernel_triangle.h')
-rw-r--r--intern/cycles/kernel/kernel_triangle.h183
1 files changed, 183 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_triangle.h b/intern/cycles/kernel/kernel_triangle.h
new file mode 100644
index 00000000000..7eaf54d14bf
--- /dev/null
+++ b/intern/cycles/kernel/kernel_triangle.h
@@ -0,0 +1,183 @@
+/*
+ * Copyright 2011, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Point on triangle for Moller-Trumbore triangles */
+__device_inline float3 triangle_point_MT(KernelGlobals *kg, int tri_index, float u, float v)
+{
+ /* load triangle vertices */
+ float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index));
+
+ float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
+ float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
+ float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
+
+ /* compute point */
+ float t = 1.0f - u - v;
+ return (u*v0 + v*v1 + t*v2);
+}
+
+/* Sample point on triangle */
+__device_inline float3 triangle_sample_MT(KernelGlobals *kg, int tri_index, float randu, float randv)
+{
+ /* compute point */
+ randu = sqrtf(randu);
+
+ float u = 1.0f - randu;
+ float v = randv*randu;
+
+ return triangle_point_MT(kg, tri_index, u, v);
+}
+
+/* Normal for Moller-Trumbore triangles */
+__device_inline float3 triangle_normal_MT(KernelGlobals *kg, int tri_index, int *shader)
+{
+#if 0
+ /* load triangle vertices */
+ float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index));
+
+ float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
+ float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
+ float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
+
+ /* compute normal */
+ return normalize(cross(v2 - v0, v1 - v0));
+#else
+ float4 Nm = kernel_tex_fetch(__tri_normal, tri_index);
+ *shader = __float_as_int(Nm.w);
+ return make_float3(Nm.x, Nm.y, Nm.z);
+#endif
+}
+
+__device_inline float3 triangle_smooth_normal(KernelGlobals *kg, int tri_index, float u, float v)
+{
+ /* load triangle vertices */
+ float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index));
+
+ float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.x)));
+ float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.y)));
+ float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.z)));
+
+ return normalize((1.0f - u - v)*n2 + u*n0 + v*n1);
+}
+
+__device_inline void triangle_dPdudv(KernelGlobals *kg, float3 *dPdu, float3 *dPdv, int tri)
+{
+ /* fetch triangle vertex coordinates */
+ float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri));
+
+ float3 p0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
+ float3 p1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
+ float3 p2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
+
+ /* compute derivatives of P w.r.t. uv */
+ *dPdu = (p0 - p2);
+ *dPdv = (p1 - p2);
+}
+
+/* attributes */
+
+__device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
+{
+ if(elem == ATTR_ELEMENT_FACE) {
+ if(dx) *dx = 0.0f;
+ if(dy) *dy = 0.0f;
+
+ return kernel_tex_fetch(__attributes_float, offset + sd->prim);
+ }
+ else if(elem == ATTR_ELEMENT_VERTEX) {
+ float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
+
+ float f0 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.x));
+ float f1 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.y));
+ float f2 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.z));
+
+#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 if(elem == ATTR_ELEMENT_CORNER) {
+ int tri = offset + sd->prim*3;
+ float f0 = kernel_tex_fetch(__attributes_float, tri + 0);
+ float f1 = kernel_tex_fetch(__attributes_float, tri + 1);
+ float 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 {
+ if(dx) *dx = 0.0f;
+ if(dy) *dy = 0.0f;
+
+ return 0.0f;
+ }
+}
+
+__device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
+{
+ if(elem == ATTR_ELEMENT_FACE) {
+ if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
+ if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
+
+ return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + sd->prim));
+ }
+ else if(elem == ATTR_ELEMENT_VERTEX) {
+ float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
+
+ float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x)));
+ float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y)));
+ float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.z)));
+
+#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 if(elem == ATTR_ELEMENT_CORNER) {
+ int tri = offset + sd->prim*3;
+ float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
+ float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
+ float3 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 {
+ 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_NAMESPACE_END
+