diff options
author | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-01-17 12:48:56 +0300 |
---|---|---|
committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2017-01-20 14:46:17 +0300 |
commit | 14d343a8f989fcde0433beb2936b8cbeddb3b816 (patch) | |
tree | fe8cea03de76a9c22a5a7c7bf0a09306293962ec /intern/cycles | |
parent | ebc695ef2cb2bd410b34e1926c33ab134bbed0b6 (diff) |
Cycles: Move motion triangle intersection functions to own file
Mimics how regular triangles are working and makes it more clear where
the stuff is located in the kernel.
Needed to have some forward declarations because of the current placement
of things in the kernel.
Diffstat (limited to 'intern/cycles')
-rw-r--r-- | intern/cycles/kernel/CMakeLists.txt | 1 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom.h | 1 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_motion_triangle.h | 240 | ||||
-rw-r--r-- | intern/cycles/kernel/geom/geom_motion_triangle_intersect.h | 280 |
4 files changed, 302 insertions, 220 deletions
diff --git a/intern/cycles/kernel/CMakeLists.txt b/intern/cycles/kernel/CMakeLists.txt index 56bcafbce38..e06534d0a91 100644 --- a/intern/cycles/kernel/CMakeLists.txt +++ b/intern/cycles/kernel/CMakeLists.txt @@ -164,6 +164,7 @@ set(SRC_GEOM_HEADERS geom/geom_curve.h geom/geom_motion_curve.h geom/geom_motion_triangle.h + geom/geom_motion_triangle_intersect.h geom/geom_object.h geom/geom_patch.h geom/geom_primitive.h diff --git a/intern/cycles/kernel/geom/geom.h b/intern/cycles/kernel/geom/geom.h index 24ced934c8b..68eaa467a99 100644 --- a/intern/cycles/kernel/geom/geom.h +++ b/intern/cycles/kernel/geom/geom.h @@ -23,6 +23,7 @@ #include "geom_subd_triangle.h" #include "geom_triangle_intersect.h" #include "geom_motion_triangle.h" +#include "geom_motion_triangle_intersect.h" #include "geom_motion_curve.h" #include "geom_curve.h" #include "geom_volume.h" diff --git a/intern/cycles/kernel/geom/geom_motion_triangle.h b/intern/cycles/kernel/geom/geom_motion_triangle.h index 4fc68a2fb4d..fe0cd0c2582 100644 --- a/intern/cycles/kernel/geom/geom_motion_triangle.h +++ b/intern/cycles/kernel/geom/geom_motion_triangle.h @@ -27,6 +27,26 @@ CCL_NAMESPACE_BEGIN +/* TODO(sergey): Find a proper place for that. */ +ccl_device_inline float3 motion_triangle_refine(KernelGlobals *kg, + ShaderData *sd, + const Intersection *isect, + const Ray *ray, + float3 verts[3]); + +#ifdef __SUBSURFACE__ +# if defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86)) +ccl_device_noinline +# else +ccl_device_inline +# endif +float3 motion_triangle_refine_subsurface(KernelGlobals *kg, + ShaderData *sd, + const Intersection *isect, + const Ray *ray, + float3 verts[3]); +#endif /* __SUBSURFACE__ */ + /* Time interpolation of vertex positions and normals */ ccl_device_inline int find_attribute_motion(KernelGlobals *kg, int object, uint id, AttributeElement *elem) @@ -117,121 +137,6 @@ ccl_device_inline void motion_triangle_vertices(KernelGlobals *kg, int object, i verts[2] = (1.0f - t)*verts[2] + t*next_verts[2]; } -/* Refine triangle intersection to more precise hit point. For rays that travel - * far the precision is often not so good, this reintersects the primitive from - * a closer distance. */ - -ccl_device_inline float3 motion_triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3]) -{ - float3 P = ray->P; - float3 D = ray->D; - float t = isect->t; - -#ifdef __INTERSECTION_REFINE__ - if(isect->object != OBJECT_NONE) { - if(UNLIKELY(t == 0.0f)) { - return P; - } -# ifdef __OBJECT_MOTION__ - Transform tfm = ccl_fetch(sd, ob_itfm); -# else - Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); -# endif - - P = transform_point(&tfm, P); - D = transform_direction(&tfm, D*t); - D = normalize_len(D, &t); - } - - P = P + D*t; - - /* compute refined intersection distance */ - const float3 e1 = verts[0] - verts[2]; - const float3 e2 = verts[1] - verts[2]; - const float3 s1 = cross(D, e2); - - const float invdivisor = 1.0f/dot(s1, e1); - const float3 d = P - verts[2]; - const float3 s2 = cross(d, e1); - float rt = dot(e2, s2)*invdivisor; - - /* compute refined position */ - P = P + D*rt; - - if(isect->object != OBJECT_NONE) { -# ifdef __OBJECT_MOTION__ - Transform tfm = ccl_fetch(sd, ob_tfm); -# else - Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); -# endif - - P = transform_point(&tfm, P); - } - - return P; -#else - return P + D*t; -#endif -} - -/* Same as above, except that isect->t is assumed to be in object space for instancing */ - -#ifdef __SUBSURFACE__ -# if defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86)) -ccl_device_noinline -# else -ccl_device_inline -# endif -float3 motion_triangle_refine_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3]) -{ - float3 P = ray->P; - float3 D = ray->D; - float t = isect->t; - -# ifdef __INTERSECTION_REFINE__ - if(isect->object != OBJECT_NONE) { -# ifdef __OBJECT_MOTION__ - Transform tfm = ccl_fetch(sd, ob_itfm); -# else - Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); -# endif - - P = transform_point(&tfm, P); - D = transform_direction(&tfm, D); - D = normalize(D); - } - - P = P + D*t; - - /* compute refined intersection distance */ - const float3 e1 = verts[0] - verts[2]; - const float3 e2 = verts[1] - verts[2]; - const float3 s1 = cross(D, e2); - - const float invdivisor = 1.0f/dot(s1, e1); - const float3 d = P - verts[2]; - const float3 s2 = cross(d, e1); - float rt = dot(e2, s2)*invdivisor; - - P = P + D*rt; - - if(isect->object != OBJECT_NONE) { -# ifdef __OBJECT_MOTION__ - Transform tfm = ccl_fetch(sd, ob_tfm); -# else - Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); -# endif - - P = transform_point(&tfm, P); - } - - return P; -# else - return P + D*t; -# endif -} -#endif - /* Setup of motion triangle specific parts of ShaderData, moved into this one * function to more easily share computation of interpolated positions and * normals */ @@ -319,110 +224,5 @@ ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderD } } -/* Ray intersection. We simply compute the vertex positions at the given ray - * time and do a ray intersection with the resulting triangle */ - -ccl_device_inline bool motion_triangle_intersect(KernelGlobals *kg, Intersection *isect, - float3 P, float3 dir, float time, uint visibility, int object, int prim_addr) -{ - /* primitive index for vertex location lookup */ - int prim = kernel_tex_fetch(__prim_index, prim_addr); - int fobject = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, prim_addr): object; - - /* get vertex locations for intersection */ - float3 verts[3]; - motion_triangle_vertices(kg, fobject, prim, time, verts); - - /* ray-triangle intersection, unoptimized */ - float t, u, v; - - if(ray_triangle_intersect_uv(P, dir, isect->t, verts[2], verts[0], verts[1], &u, &v, &t)) { -#ifdef __VISIBILITY_FLAG__ - /* visibility flag test. we do it here under the assumption - * that most triangles are culled by node flags */ - if(kernel_tex_fetch(__prim_visibility, prim_addr) & visibility) -#endif - { - isect->t = t; - isect->u = u; - isect->v = v; - isect->prim = prim_addr; - isect->object = object; - isect->type = PRIMITIVE_MOTION_TRIANGLE; - - return true; - } - } - - return false; -} - -/* Special ray intersection routines for subsurface scattering. In that case we - * only want to intersect with primitives in the same object, and if case of - * multiple hits we pick a single random primitive as the intersection point. */ - -#ifdef __SUBSURFACE__ -ccl_device_inline void motion_triangle_intersect_subsurface( - KernelGlobals *kg, - SubsurfaceIntersection *ss_isect, - float3 P, - float3 dir, - float time, - int object, - int prim_addr, - float tmax, - uint *lcg_state, - int max_hits) -{ - /* primitive index for vertex location lookup */ - int prim = kernel_tex_fetch(__prim_index, prim_addr); - int fobject = (object == OBJECT_NONE)? kernel_tex_fetch(__prim_object, prim_addr): object; - - /* get vertex locations for intersection */ - float3 verts[3]; - motion_triangle_vertices(kg, fobject, prim, time, verts); - - /* ray-triangle intersection, unoptimized */ - float t, u, v; - - if(ray_triangle_intersect_uv(P, dir, tmax, verts[2], verts[0], verts[1], &u, &v, &t)) { - for(int i = min(max_hits, ss_isect->num_hits) - 1; i >= 0; --i) { - if(ss_isect->hits[i].t == t) { - return; - } - } - - ss_isect->num_hits++; - - int hit; - - if(ss_isect->num_hits <= max_hits) { - hit = ss_isect->num_hits - 1; - } - else { - /* reservoir sampling: if we are at the maximum number of - * hits, randomly replace element or skip it */ - hit = lcg_step_uint(lcg_state) % ss_isect->num_hits; - - if(hit >= max_hits) - return; - } - - /* record intersection */ - Intersection *isect = &ss_isect->hits[hit]; - isect->t = t; - isect->u = u; - isect->v = v; - isect->prim = prim_addr; - isect->object = object; - isect->type = PRIMITIVE_MOTION_TRIANGLE; - - /* Record geometric normal. */ - ss_isect->Ng[hit] = normalize(cross(verts[1] - verts[0], - verts[2] - verts[0])); - } -} -#endif - CCL_NAMESPACE_END diff --git a/intern/cycles/kernel/geom/geom_motion_triangle_intersect.h b/intern/cycles/kernel/geom/geom_motion_triangle_intersect.h new file mode 100644 index 00000000000..d57d74ea882 --- /dev/null +++ b/intern/cycles/kernel/geom/geom_motion_triangle_intersect.h @@ -0,0 +1,280 @@ +/* + * 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 + +/* Refine triangle intersection to more precise hit point. For rays that travel + * far the precision is often not so good, this reintersects the primitive from + * a closer distance. + */ + +ccl_device_inline float3 motion_triangle_refine(KernelGlobals *kg, + ShaderData *sd, + const Intersection *isect, + const Ray *ray, + float3 verts[3]) +{ + float3 P = ray->P; + float3 D = ray->D; + float t = isect->t; + +#ifdef __INTERSECTION_REFINE__ + if(isect->object != OBJECT_NONE) { + if(UNLIKELY(t == 0.0f)) { + return P; + } +# ifdef __OBJECT_MOTION__ + Transform tfm = ccl_fetch(sd, ob_itfm); +# else + Transform tfm = object_fetch_transform(kg, + isect->object, + OBJECT_INVERSE_TRANSFORM); +# endif + + P = transform_point(&tfm, P); + D = transform_direction(&tfm, D*t); + D = normalize_len(D, &t); + } + + P = P + D*t; + + /* Compute refined intersection distance. */ + const float3 e1 = verts[0] - verts[2]; + const float3 e2 = verts[1] - verts[2]; + const float3 s1 = cross(D, e2); + + const float invdivisor = 1.0f/dot(s1, e1); + const float3 d = P - verts[2]; + const float3 s2 = cross(d, e1); + float rt = dot(e2, s2)*invdivisor; + + /* Compute refined position. */ + P = P + D*rt; + + if(isect->object != OBJECT_NONE) { +# ifdef __OBJECT_MOTION__ + Transform tfm = ccl_fetch(sd, ob_tfm); +# else + Transform tfm = object_fetch_transform(kg, + isect->object, + OBJECT_TRANSFORM); +# endif + + P = transform_point(&tfm, P); + } + + return P; +#else + return P + D*t; +#endif +} + +/* Same as above, except that isect->t is assumed to be in object space + * for instancing. + */ + +#ifdef __SUBSURFACE__ +# if defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86)) +ccl_device_noinline +# else +ccl_device_inline +# endif +float3 motion_triangle_refine_subsurface(KernelGlobals *kg, + ShaderData *sd, + const Intersection *isect, + const Ray *ray, + float3 verts[3]) +{ + float3 P = ray->P; + float3 D = ray->D; + float t = isect->t; + +# ifdef __INTERSECTION_REFINE__ + if(isect->object != OBJECT_NONE) { +# ifdef __OBJECT_MOTION__ + Transform tfm = ccl_fetch(sd, ob_itfm); +# else + Transform tfm = object_fetch_transform(kg, + isect->object, + OBJECT_INVERSE_TRANSFORM); +# endif + + P = transform_point(&tfm, P); + D = transform_direction(&tfm, D); + D = normalize(D); + } + + P = P + D*t; + + /* compute refined intersection distance */ + const float3 e1 = verts[0] - verts[2]; + const float3 e2 = verts[1] - verts[2]; + const float3 s1 = cross(D, e2); + + const float invdivisor = 1.0f/dot(s1, e1); + const float3 d = P - verts[2]; + const float3 s2 = cross(d, e1); + float rt = dot(e2, s2)*invdivisor; + + P = P + D*rt; + + if(isect->object != OBJECT_NONE) { +# ifdef __OBJECT_MOTION__ + Transform tfm = ccl_fetch(sd, ob_tfm); +# else + Transform tfm = object_fetch_transform(kg, + isect->object, + OBJECT_TRANSFORM); +# endif + + P = transform_point(&tfm, P); + } + + return P; +# else /* __INTERSECTION_REFINE__ */ + return P + D*t; +# endif /* __INTERSECTION_REFINE__ */ +} +#endif /* __SUBSURFACE__ */ + + +/* Ray intersection. We simply compute the vertex positions at the given ray + * time and do a ray intersection with the resulting triangle. + */ + +ccl_device_inline bool motion_triangle_intersect(KernelGlobals *kg, + Intersection *isect, + float3 P, + float3 dir, + float time, + uint visibility, + int object, + int prim_addr) +{ + /* Primitive index for vertex location lookup. */ + int prim = kernel_tex_fetch(__prim_index, prim_addr); + int fobject = (object == OBJECT_NONE) + ? kernel_tex_fetch(__prim_object, prim_addr) + : object; + /* Get vertex locations for intersection. */ + float3 verts[3]; + motion_triangle_vertices(kg, fobject, prim, time, verts); + /* Ray-triangle intersection, unoptimized. */ + float t, u, v; + if(ray_triangle_intersect_uv(P, + dir, + isect->t, + verts[2], verts[0], verts[1], + &u, &v, &t)) + { +#ifdef __VISIBILITY_FLAG__ + /* Visibility flag test. we do it here under the assumption + * that most triangles are culled by node flags. + */ + if(kernel_tex_fetch(__prim_visibility, prim_addr) & visibility) +#endif + { + isect->t = t; + isect->u = u; + isect->v = v; + isect->prim = prim_addr; + isect->object = object; + isect->type = PRIMITIVE_MOTION_TRIANGLE; + return true; + } + } + return false; +} + +/* Special ray intersection routines for subsurface scattering. In that case we + * only want to intersect with primitives in the same object, and if case of + * multiple hits we pick a single random primitive as the intersection point. + */ +#ifdef __SUBSURFACE__ +ccl_device_inline void motion_triangle_intersect_subsurface( + KernelGlobals *kg, + SubsurfaceIntersection *ss_isect, + float3 P, + float3 dir, + float time, + int object, + int prim_addr, + float tmax, + uint *lcg_state, + int max_hits) +{ + /* Primitive index for vertex location lookup. */ + int prim = kernel_tex_fetch(__prim_index, prim_addr); + int fobject = (object == OBJECT_NONE) + ? kernel_tex_fetch(__prim_object, prim_addr) + : object; + /* Get vertex locations for intersection. */ + float3 verts[3]; + motion_triangle_vertices(kg, fobject, prim, time, verts); + /* Ray-triangle intersection, unoptimized. */ + float t, u, v; + if(ray_triangle_intersect_uv(P, + dir, + tmax, + verts[2], verts[0], verts[1], + &u, &v, &t)) + { + for(int i = min(max_hits, ss_isect->num_hits) - 1; i >= 0; --i) { + if(ss_isect->hits[i].t == t) { + return; + } + } + ss_isect->num_hits++; + int hit; + if(ss_isect->num_hits <= max_hits) { + hit = ss_isect->num_hits - 1; + } + else { + /* Reservoir sampling: if we are at the maximum number of + * hits, randomly replace element or skip it. + */ + hit = lcg_step_uint(lcg_state) % ss_isect->num_hits; + + if(hit >= max_hits) + return; + } + /* Record intersection. */ + Intersection *isect = &ss_isect->hits[hit]; + isect->t = t; + isect->u = u; + isect->v = v; + isect->prim = prim_addr; + isect->object = object; + isect->type = PRIMITIVE_MOTION_TRIANGLE; + /* Record geometric normal. */ + ss_isect->Ng[hit] = normalize(cross(verts[1] - verts[0], + verts[2] - verts[0])); + } +} +#endif /* __SUBSURFACE__ */ + +CCL_NAMESPACE_END |