diff options
Diffstat (limited to 'intern/cycles/kernel/geom/geom_motion_triangle.h')
-rw-r--r-- | intern/cycles/kernel/geom/geom_motion_triangle.h | 59 |
1 files changed, 31 insertions, 28 deletions
diff --git a/intern/cycles/kernel/geom/geom_motion_triangle.h b/intern/cycles/kernel/geom/geom_motion_triangle.h index b275b89a8a4..86f93f242a1 100644 --- a/intern/cycles/kernel/geom/geom_motion_triangle.h +++ b/intern/cycles/kernel/geom/geom_motion_triangle.h @@ -130,8 +130,11 @@ ccl_device_inline float3 motion_triangle_refine(KernelGlobals *kg, ShaderData *s #ifdef __INTERSECTION_REFINE__ if(isect->object != OBJECT_NONE) { + if(UNLIKELY(t == 0.0f)) { + return P; + } #ifdef __OBJECT_MOTION__ - Transform tfm = sd->ob_itfm; + Transform tfm = ccl_fetch(sd, ob_itfm); #else Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); #endif @@ -158,7 +161,7 @@ ccl_device_inline float3 motion_triangle_refine(KernelGlobals *kg, ShaderData *s if(isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ - Transform tfm = sd->ob_tfm; + Transform tfm = ccl_fetch(sd, ob_tfm); #else Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); #endif @@ -184,7 +187,7 @@ ccl_device_inline float3 motion_triangle_refine_subsurface(KernelGlobals *kg, Sh #ifdef __INTERSECTION_REFINE__ if(isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ - Transform tfm = sd->ob_itfm; + Transform tfm = ccl_fetch(sd, ob_itfm); #else Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM); #endif @@ -210,7 +213,7 @@ ccl_device_inline float3 motion_triangle_refine_subsurface(KernelGlobals *kg, Sh if(isect->object != OBJECT_NONE) { #ifdef __OBJECT_MOTION__ - Transform tfm = sd->ob_tfm; + Transform tfm = ccl_fetch(sd, ob_tfm); #else Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM); #endif @@ -233,25 +236,25 @@ ccl_device_inline float3 motion_triangle_refine_subsurface(KernelGlobals *kg, Sh ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, bool subsurface) { /* get shader */ - sd->shader = kernel_tex_fetch(__tri_shader, sd->prim); + ccl_fetch(sd, shader) = kernel_tex_fetch(__tri_shader, ccl_fetch(sd, prim)); /* get motion info */ int numsteps, numverts; - object_motion_info(kg, sd->object, &numsteps, &numverts, NULL); + object_motion_info(kg, ccl_fetch(sd, object), &numsteps, &numverts, NULL); /* figure out which steps we need to fetch and their interpolation factor */ int maxstep = numsteps*2; - int step = min((int)(sd->time*maxstep), maxstep-1); - float t = sd->time*maxstep - step; + int step = min((int)(ccl_fetch(sd, time)*maxstep), maxstep-1); + float t = ccl_fetch(sd, time)*maxstep - step; /* find attribute */ AttributeElement elem; - int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_POSITION, &elem); + int offset = find_attribute_motion(kg, ccl_fetch(sd, object), ATTR_STD_MOTION_VERTEX_POSITION, &elem); kernel_assert(offset != ATTR_STD_NOT_FOUND); /* fetch vertex coordinates */ float3 verts[3], next_verts[3]; - float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim)); + float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, ccl_fetch(sd, prim))); motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts); motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_verts); @@ -265,33 +268,33 @@ ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderD #ifdef __SUBSURFACE__ if(!subsurface) #endif - sd->P = motion_triangle_refine(kg, sd, isect, ray, verts); + ccl_fetch(sd, P) = motion_triangle_refine(kg, sd, isect, ray, verts); #ifdef __SUBSURFACE__ else - sd->P = motion_triangle_refine_subsurface(kg, sd, isect, ray, verts); + ccl_fetch(sd, P) = motion_triangle_refine_subsurface(kg, sd, isect, ray, verts); #endif /* compute face normal */ float3 Ng; - if(sd->flag & SD_NEGATIVE_SCALE_APPLIED) + if(ccl_fetch(sd, flag) & SD_NEGATIVE_SCALE_APPLIED) Ng = normalize(cross(verts[2] - verts[0], verts[1] - verts[0])); else Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0])); - sd->Ng = Ng; - sd->N = Ng; + ccl_fetch(sd, Ng) = Ng; + ccl_fetch(sd, N) = Ng; /* compute derivatives of P w.r.t. uv */ #ifdef __DPDU__ - sd->dPdu = (verts[0] - verts[2]); - sd->dPdv = (verts[1] - verts[2]); + ccl_fetch(sd, dPdu) = (verts[0] - verts[2]); + ccl_fetch(sd, dPdv) = (verts[1] - verts[2]); #endif /* compute smooth normal */ - if(sd->shader & SHADER_SMOOTH_NORMAL) { + if(ccl_fetch(sd, shader) & SHADER_SMOOTH_NORMAL) { /* find attribute */ AttributeElement elem; - int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_NORMAL, &elem); + int offset = find_attribute_motion(kg, ccl_fetch(sd, object), ATTR_STD_MOTION_VERTEX_NORMAL, &elem); kernel_assert(offset != ATTR_STD_NOT_FOUND); /* fetch vertex coordinates */ @@ -305,10 +308,10 @@ ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderD normals[2] = (1.0f - t)*normals[2] + t*next_normals[2]; /* interpolate between vertices */ - float u = sd->u; - float v = sd->v; + float u = ccl_fetch(sd, u); + float v = ccl_fetch(sd, v); float w = 1.0f - u - v; - sd->N = (u*normals[0] + v*normals[1] + w*normals[2]); + ccl_fetch(sd, N) = (u*normals[0] + v*normals[1] + w*normals[2]); } } @@ -336,12 +339,12 @@ ccl_device_inline bool motion_triangle_intersect(KernelGlobals *kg, Intersection if(kernel_tex_fetch(__prim_visibility, triAddr) & visibility) #endif { + isect->t = t; + isect->u = u; + isect->v = v; isect->prim = triAddr; isect->object = object; isect->type = PRIMITIVE_MOTION_TRIANGLE; - isect->u = u; - isect->v = v; - isect->t = t; return true; } @@ -388,12 +391,12 @@ ccl_device_inline void motion_triangle_intersect_subsurface(KernelGlobals *kg, I /* record intersection */ Intersection *isect = &isect_array[hit]; + isect->t = t; + isect->u = u; + isect->v = v; isect->prim = triAddr; isect->object = object; isect->type = PRIMITIVE_MOTION_TRIANGLE; - isect->u = u; - isect->v = v; - isect->t = t; } } #endif |