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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/util/transform.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/util/transform.h')
-rw-r--r--intern/cycles/util/transform.h512
1 files changed, 512 insertions, 0 deletions
diff --git a/intern/cycles/util/transform.h b/intern/cycles/util/transform.h
new file mode 100644
index 00000000000..7bfe747fcfb
--- /dev/null
+++ b/intern/cycles/util/transform.h
@@ -0,0 +1,512 @@
+/*
+ * 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.
+ */
+
+#ifndef __UTIL_TRANSFORM_H__
+#define __UTIL_TRANSFORM_H__
+
+#ifndef __KERNEL_GPU__
+# include <string.h>
+#endif
+
+#include "util/math.h"
+#include "util/types.h"
+
+CCL_NAMESPACE_BEGIN
+
+/* Affine transformation, stored as 4x3 matrix. */
+
+typedef struct Transform {
+ float4 x, y, z;
+
+#ifndef __KERNEL_GPU__
+ float4 operator[](int i) const
+ {
+ return *(&x + i);
+ }
+ float4 &operator[](int i)
+ {
+ return *(&x + i);
+ }
+#endif
+} Transform;
+
+/* Transform decomposed in rotation/translation/scale. we use the same data
+ * structure as Transform, and tightly pack decomposition into it. first the
+ * rotation (4), then translation (3), then 3x3 scale matrix (9). */
+
+typedef struct DecomposedTransform {
+ float4 x, y, z, w;
+} DecomposedTransform;
+
+/* Functions */
+
+ccl_device_inline float3 transform_point(ccl_private const Transform *t, const float3 a)
+{
+ /* TODO(sergey): Disabled for now, causes crashes in certain cases. */
+#if defined(__KERNEL_SSE__) && defined(__KERNEL_SSE2__)
+ ssef x, y, z, w, aa;
+ aa = a.m128;
+
+ x = _mm_loadu_ps(&t->x.x);
+ y = _mm_loadu_ps(&t->y.x);
+ z = _mm_loadu_ps(&t->z.x);
+ w = _mm_set_ps(1.0f, 0.0f, 0.0f, 0.0f);
+
+ _MM_TRANSPOSE4_PS(x, y, z, w);
+
+ ssef tmp = shuffle<0>(aa) * x;
+ tmp = madd(shuffle<1>(aa), y, tmp);
+ tmp = madd(shuffle<2>(aa), z, tmp);
+ tmp += w;
+
+ return float3(tmp.m128);
+#else
+ float3 c = make_float3(a.x * t->x.x + a.y * t->x.y + a.z * t->x.z + t->x.w,
+ a.x * t->y.x + a.y * t->y.y + a.z * t->y.z + t->y.w,
+ a.x * t->z.x + a.y * t->z.y + a.z * t->z.z + t->z.w);
+
+ return c;
+#endif
+}
+
+ccl_device_inline float3 transform_direction(ccl_private const Transform *t, const float3 a)
+{
+#if defined(__KERNEL_SSE__) && defined(__KERNEL_SSE2__)
+ ssef x, y, z, w, aa;
+ aa = a.m128;
+ x = _mm_loadu_ps(&t->x.x);
+ y = _mm_loadu_ps(&t->y.x);
+ z = _mm_loadu_ps(&t->z.x);
+ w = _mm_setzero_ps();
+
+ _MM_TRANSPOSE4_PS(x, y, z, w);
+
+ ssef tmp = shuffle<0>(aa) * x;
+ tmp = madd(shuffle<1>(aa), y, tmp);
+ tmp = madd(shuffle<2>(aa), z, tmp);
+
+ return float3(tmp.m128);
+#else
+ float3 c = make_float3(a.x * t->x.x + a.y * t->x.y + a.z * t->x.z,
+ a.x * t->y.x + a.y * t->y.y + a.z * t->y.z,
+ a.x * t->z.x + a.y * t->z.y + a.z * t->z.z);
+
+ return c;
+#endif
+}
+
+ccl_device_inline float3 transform_direction_transposed(ccl_private const Transform *t,
+ const float3 a)
+{
+ float3 x = make_float3(t->x.x, t->y.x, t->z.x);
+ float3 y = make_float3(t->x.y, t->y.y, t->z.y);
+ float3 z = make_float3(t->x.z, t->y.z, t->z.z);
+
+ return make_float3(dot(x, a), dot(y, a), dot(z, a));
+}
+
+ccl_device_inline Transform make_transform(float a,
+ float b,
+ float c,
+ float d,
+ float e,
+ float f,
+ float g,
+ float h,
+ float i,
+ float j,
+ float k,
+ float l)
+{
+ Transform t;
+
+ t.x.x = a;
+ t.x.y = b;
+ t.x.z = c;
+ t.x.w = d;
+ t.y.x = e;
+ t.y.y = f;
+ t.y.z = g;
+ t.y.w = h;
+ t.z.x = i;
+ t.z.y = j;
+ t.z.z = k;
+ t.z.w = l;
+
+ return t;
+}
+
+ccl_device_inline Transform euler_to_transform(const float3 euler)
+{
+ float cx = cosf(euler.x);
+ float cy = cosf(euler.y);
+ float cz = cosf(euler.z);
+ float sx = sinf(euler.x);
+ float sy = sinf(euler.y);
+ float sz = sinf(euler.z);
+
+ Transform t;
+ t.x.x = cy * cz;
+ t.y.x = cy * sz;
+ t.z.x = -sy;
+
+ t.x.y = sy * sx * cz - cx * sz;
+ t.y.y = sy * sx * sz + cx * cz;
+ t.z.y = cy * sx;
+
+ t.x.z = sy * cx * cz + sx * sz;
+ t.y.z = sy * cx * sz - sx * cz;
+ t.z.z = cy * cx;
+
+ t.x.w = t.y.w = t.z.w = 0.0f;
+ return t;
+}
+
+/* Constructs a coordinate frame from a normalized normal. */
+ccl_device_inline Transform make_transform_frame(float3 N)
+{
+ const float3 dx0 = cross(make_float3(1.0f, 0.0f, 0.0f), N);
+ const float3 dx1 = cross(make_float3(0.0f, 1.0f, 0.0f), N);
+ const float3 dx = normalize((dot(dx0, dx0) > dot(dx1, dx1)) ? dx0 : dx1);
+ const float3 dy = normalize(cross(N, dx));
+ return make_transform(dx.x, dx.y, dx.z, 0.0f, dy.x, dy.y, dy.z, 0.0f, N.x, N.y, N.z, 0.0f);
+}
+
+#ifndef __KERNEL_GPU__
+
+ccl_device_inline Transform transform_zero()
+{
+ Transform zero = {zero_float4(), zero_float4(), zero_float4()};
+ return zero;
+}
+
+ccl_device_inline Transform operator*(const Transform a, const Transform b)
+{
+ float4 c_x = make_float4(b.x.x, b.y.x, b.z.x, 0.0f);
+ float4 c_y = make_float4(b.x.y, b.y.y, b.z.y, 0.0f);
+ float4 c_z = make_float4(b.x.z, b.y.z, b.z.z, 0.0f);
+ float4 c_w = make_float4(b.x.w, b.y.w, b.z.w, 1.0f);
+
+ Transform t;
+ t.x = make_float4(dot(a.x, c_x), dot(a.x, c_y), dot(a.x, c_z), dot(a.x, c_w));
+ t.y = make_float4(dot(a.y, c_x), dot(a.y, c_y), dot(a.y, c_z), dot(a.y, c_w));
+ t.z = make_float4(dot(a.z, c_x), dot(a.z, c_y), dot(a.z, c_z), dot(a.z, c_w));
+
+ return t;
+}
+
+ccl_device_inline void print_transform(const char *label, const Transform &t)
+{
+ print_float4(label, t.x);
+ print_float4(label, t.y);
+ print_float4(label, t.z);
+ printf("\n");
+}
+
+ccl_device_inline Transform transform_translate(float3 t)
+{
+ return make_transform(1, 0, 0, t.x, 0, 1, 0, t.y, 0, 0, 1, t.z);
+}
+
+ccl_device_inline Transform transform_translate(float x, float y, float z)
+{
+ return transform_translate(make_float3(x, y, z));
+}
+
+ccl_device_inline Transform transform_scale(float3 s)
+{
+ return make_transform(s.x, 0, 0, 0, 0, s.y, 0, 0, 0, 0, s.z, 0);
+}
+
+ccl_device_inline Transform transform_scale(float x, float y, float z)
+{
+ return transform_scale(make_float3(x, y, z));
+}
+
+ccl_device_inline Transform transform_rotate(float angle, float3 axis)
+{
+ float s = sinf(angle);
+ float c = cosf(angle);
+ float t = 1.0f - c;
+
+ axis = normalize(axis);
+
+ return make_transform(axis.x * axis.x * t + c,
+ axis.x * axis.y * t - s * axis.z,
+ axis.x * axis.z * t + s * axis.y,
+ 0.0f,
+
+ axis.y * axis.x * t + s * axis.z,
+ axis.y * axis.y * t + c,
+ axis.y * axis.z * t - s * axis.x,
+ 0.0f,
+
+ axis.z * axis.x * t - s * axis.y,
+ axis.z * axis.y * t + s * axis.x,
+ axis.z * axis.z * t + c,
+ 0.0f);
+}
+
+/* Euler is assumed to be in XYZ order. */
+ccl_device_inline Transform transform_euler(float3 euler)
+{
+ return transform_rotate(euler.z, make_float3(0.0f, 0.0f, 1.0f)) *
+ transform_rotate(euler.y, make_float3(0.0f, 1.0f, 0.0f)) *
+ transform_rotate(euler.x, make_float3(1.0f, 0.0f, 0.0f));
+}
+
+ccl_device_inline Transform transform_identity()
+{
+ return transform_scale(1.0f, 1.0f, 1.0f);
+}
+
+ccl_device_inline bool operator==(const Transform &A, const Transform &B)
+{
+ return memcmp(&A, &B, sizeof(Transform)) == 0;
+}
+
+ccl_device_inline bool operator!=(const Transform &A, const Transform &B)
+{
+ return !(A == B);
+}
+
+ccl_device_inline float3 transform_get_column(const Transform *t, int column)
+{
+ return make_float3(t->x[column], t->y[column], t->z[column]);
+}
+
+ccl_device_inline void transform_set_column(Transform *t, int column, float3 value)
+{
+ t->x[column] = value.x;
+ t->y[column] = value.y;
+ t->z[column] = value.z;
+}
+
+Transform transform_inverse(const Transform &a);
+Transform transform_transposed_inverse(const Transform &a);
+
+ccl_device_inline bool transform_uniform_scale(const Transform &tfm, float &scale)
+{
+ /* the epsilon here is quite arbitrary, but this function is only used for
+ * surface area and bump, where we expect it to not be so sensitive */
+ float eps = 1e-6f;
+
+ float sx = len_squared(float4_to_float3(tfm.x));
+ float sy = len_squared(float4_to_float3(tfm.y));
+ float sz = len_squared(float4_to_float3(tfm.z));
+ float stx = len_squared(transform_get_column(&tfm, 0));
+ float sty = len_squared(transform_get_column(&tfm, 1));
+ float stz = len_squared(transform_get_column(&tfm, 2));
+
+ if (fabsf(sx - sy) < eps && fabsf(sx - sz) < eps && fabsf(sx - stx) < eps &&
+ fabsf(sx - sty) < eps && fabsf(sx - stz) < eps) {
+ scale = sx;
+ return true;
+ }
+
+ return false;
+}
+
+ccl_device_inline bool transform_negative_scale(const Transform &tfm)
+{
+ float3 c0 = transform_get_column(&tfm, 0);
+ float3 c1 = transform_get_column(&tfm, 1);
+ float3 c2 = transform_get_column(&tfm, 2);
+
+ return (dot(cross(c0, c1), c2) < 0.0f);
+}
+
+ccl_device_inline Transform transform_clear_scale(const Transform &tfm)
+{
+ Transform ntfm = tfm;
+
+ transform_set_column(&ntfm, 0, normalize(transform_get_column(&ntfm, 0)));
+ transform_set_column(&ntfm, 1, normalize(transform_get_column(&ntfm, 1)));
+ transform_set_column(&ntfm, 2, normalize(transform_get_column(&ntfm, 2)));
+
+ return ntfm;
+}
+
+ccl_device_inline Transform transform_empty()
+{
+ return make_transform(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
+}
+
+#endif
+
+/* Motion Transform */
+
+ccl_device_inline float4 quat_interpolate(float4 q1, float4 q2, float t)
+{
+ /* Optix is using lerp to interpolate motion transformations. */
+#ifdef __KERNEL_OPTIX__
+ return normalize((1.0f - t) * q1 + t * q2);
+#else /* __KERNEL_OPTIX__ */
+ /* note: this does not ensure rotation around shortest angle, q1 and q2
+ * are assumed to be matched already in transform_motion_decompose */
+ float costheta = dot(q1, q2);
+
+ /* possible optimization: it might be possible to precompute theta/qperp */
+
+ if (costheta > 0.9995f) {
+ /* linear interpolation in degenerate case */
+ return normalize((1.0f - t) * q1 + t * q2);
+ }
+ else {
+ /* slerp */
+ float theta = acosf(clamp(costheta, -1.0f, 1.0f));
+ float4 qperp = normalize(q2 - q1 * costheta);
+ float thetap = theta * t;
+ return q1 * cosf(thetap) + qperp * sinf(thetap);
+ }
+#endif /* __KERNEL_OPTIX__ */
+}
+
+ccl_device_inline Transform transform_quick_inverse(Transform M)
+{
+ /* possible optimization: can we avoid doing this altogether and construct
+ * the inverse matrix directly from negated translation, transposed rotation,
+ * scale can be inverted but what about shearing? */
+ Transform R;
+ float det = M.x.x * (M.z.z * M.y.y - M.z.y * M.y.z) - M.y.x * (M.z.z * M.x.y - M.z.y * M.x.z) +
+ M.z.x * (M.y.z * M.x.y - M.y.y * M.x.z);
+ if (det == 0.0f) {
+ M.x.x += 1e-8f;
+ M.y.y += 1e-8f;
+ M.z.z += 1e-8f;
+ det = M.x.x * (M.z.z * M.y.y - M.z.y * M.y.z) - M.y.x * (M.z.z * M.x.y - M.z.y * M.x.z) +
+ M.z.x * (M.y.z * M.x.y - M.y.y * M.x.z);
+ }
+ det = (det != 0.0f) ? 1.0f / det : 0.0f;
+
+ float3 Rx = det * make_float3(M.z.z * M.y.y - M.z.y * M.y.z,
+ M.z.y * M.x.z - M.z.z * M.x.y,
+ M.y.z * M.x.y - M.y.y * M.x.z);
+ float3 Ry = det * make_float3(M.z.x * M.y.z - M.z.z * M.y.x,
+ M.z.z * M.x.x - M.z.x * M.x.z,
+ M.y.x * M.x.z - M.y.z * M.x.x);
+ float3 Rz = det * make_float3(M.z.y * M.y.x - M.z.x * M.y.y,
+ M.z.x * M.x.y - M.z.y * M.x.x,
+ M.y.y * M.x.x - M.y.x * M.x.y);
+ float3 T = -make_float3(M.x.w, M.y.w, M.z.w);
+
+ R.x = make_float4(Rx.x, Rx.y, Rx.z, dot(Rx, T));
+ R.y = make_float4(Ry.x, Ry.y, Ry.z, dot(Ry, T));
+ R.z = make_float4(Rz.x, Rz.y, Rz.z, dot(Rz, T));
+
+ return R;
+}
+
+ccl_device_inline void transform_compose(ccl_private Transform *tfm,
+ ccl_private const DecomposedTransform *decomp)
+{
+ /* rotation */
+ float q0, q1, q2, q3, qda, qdb, qdc, qaa, qab, qac, qbb, qbc, qcc;
+
+ q0 = M_SQRT2_F * decomp->x.w;
+ q1 = M_SQRT2_F * decomp->x.x;
+ q2 = M_SQRT2_F * decomp->x.y;
+ q3 = M_SQRT2_F * decomp->x.z;
+
+ qda = q0 * q1;
+ qdb = q0 * q2;
+ qdc = q0 * q3;
+ qaa = q1 * q1;
+ qab = q1 * q2;
+ qac = q1 * q3;
+ qbb = q2 * q2;
+ qbc = q2 * q3;
+ qcc = q3 * q3;
+
+ float3 rotation_x = make_float3(1.0f - qbb - qcc, -qdc + qab, qdb + qac);
+ float3 rotation_y = make_float3(qdc + qab, 1.0f - qaa - qcc, -qda + qbc);
+ float3 rotation_z = make_float3(-qdb + qac, qda + qbc, 1.0f - qaa - qbb);
+
+ /* scale */
+ float3 scale_x = make_float3(decomp->y.w, decomp->z.z, decomp->w.y);
+ float3 scale_y = make_float3(decomp->z.x, decomp->z.w, decomp->w.z);
+ float3 scale_z = make_float3(decomp->z.y, decomp->w.x, decomp->w.w);
+
+ /* compose with translation */
+ tfm->x = make_float4(
+ dot(rotation_x, scale_x), dot(rotation_x, scale_y), dot(rotation_x, scale_z), decomp->y.x);
+ tfm->y = make_float4(
+ dot(rotation_y, scale_x), dot(rotation_y, scale_y), dot(rotation_y, scale_z), decomp->y.y);
+ tfm->z = make_float4(
+ dot(rotation_z, scale_x), dot(rotation_z, scale_y), dot(rotation_z, scale_z), decomp->y.z);
+}
+
+/* Interpolate from array of decomposed transforms. */
+ccl_device void transform_motion_array_interpolate(Transform *tfm,
+ const DecomposedTransform *motion,
+ uint numsteps,
+ float time)
+{
+ /* Figure out which steps we need to interpolate. */
+ int maxstep = numsteps - 1;
+ int step = min((int)(time * maxstep), maxstep - 1);
+ float t = time * maxstep - step;
+
+ const DecomposedTransform *a = motion + step;
+ const DecomposedTransform *b = motion + step + 1;
+
+ /* Interpolate rotation, translation and scale. */
+ DecomposedTransform decomp;
+ decomp.x = quat_interpolate(a->x, b->x, t);
+ decomp.y = (1.0f - t) * a->y + t * b->y;
+ decomp.z = (1.0f - t) * a->z + t * b->z;
+ decomp.w = (1.0f - t) * a->w + t * b->w;
+
+ /* Compose rotation, translation, scale into matrix. */
+ transform_compose(tfm, &decomp);
+}
+
+ccl_device_inline bool transform_isfinite_safe(ccl_private Transform *tfm)
+{
+ return isfinite4_safe(tfm->x) && isfinite4_safe(tfm->y) && isfinite4_safe(tfm->z);
+}
+
+ccl_device_inline bool transform_decomposed_isfinite_safe(ccl_private DecomposedTransform *decomp)
+{
+ return isfinite4_safe(decomp->x) && isfinite4_safe(decomp->y) && isfinite4_safe(decomp->z) &&
+ isfinite4_safe(decomp->w);
+}
+
+#ifndef __KERNEL_GPU__
+
+class BoundBox2D;
+
+ccl_device_inline bool operator==(const DecomposedTransform &A, const DecomposedTransform &B)
+{
+ return memcmp(&A, &B, sizeof(DecomposedTransform)) == 0;
+}
+
+float4 transform_to_quat(const Transform &tfm);
+void transform_motion_decompose(DecomposedTransform *decomp, const Transform *motion, size_t size);
+Transform transform_from_viewplane(BoundBox2D &viewplane);
+
+#endif
+
+/* TODO: This can be removed when we know if no devices will require explicit
+ * address space qualifiers for this case. */
+
+#define transform_point_auto transform_point
+#define transform_direction_auto transform_direction
+#define transform_direction_transposed_auto transform_direction_transposed
+
+CCL_NAMESPACE_END
+
+#endif /* __UTIL_TRANSFORM_H__ */