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Diffstat (limited to 'intern/cycles/kernel/geom/geom_motion_triangle_intersect.h')
-rw-r--r--intern/cycles/kernel/geom/geom_motion_triangle_intersect.h302
1 files changed, 0 insertions, 302 deletions
diff --git a/intern/cycles/kernel/geom/geom_motion_triangle_intersect.h b/intern/cycles/kernel/geom/geom_motion_triangle_intersect.h
deleted file mode 100644
index ec7e4b07d76..00000000000
--- a/intern/cycles/kernel/geom/geom_motion_triangle_intersect.h
+++ /dev/null
@@ -1,302 +0,0 @@
-/*
- * 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.
- */
-
-#pragma once
-
-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(const KernelGlobals *kg,
- ShaderData *sd,
- float3 P,
- float3 D,
- float t,
- const int isect_object,
- const int isect_prim,
- float3 verts[3])
-{
-#ifdef __INTERSECTION_REFINE__
- if (isect_object != OBJECT_NONE) {
- if (UNLIKELY(t == 0.0f)) {
- return P;
- }
- const Transform tfm = object_get_inverse_transform(kg, sd);
-
- 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) {
- const Transform tfm = object_get_transform(kg, sd);
- P = transform_point(&tfm, P);
- }
-
- return P;
-#else
- return P + D * t;
-#endif
-}
-
-/* Same as above, except that t is assumed to be in object space
- * for instancing.
- */
-
-#ifdef __BVH_LOCAL__
-# if defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86))
-ccl_device_noinline
-# else
-ccl_device_inline
-# endif
- float3
- motion_triangle_refine_local(const KernelGlobals *kg,
- ShaderData *sd,
- float3 P,
- float3 D,
- float t,
- const int isect_object,
- const int isect_prim,
- float3 verts[3])
-{
-# ifdef __KERNEL_OPTIX__
- /* t is always in world space with OptiX. */
- return motion_triangle_refine(kg, sd, P, D, t, isect_object, isect_prim, verts);
-# else
-# ifdef __INTERSECTION_REFINE__
- if (isect_object != OBJECT_NONE) {
- const Transform tfm = object_get_inverse_transform(kg, sd);
-
- 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) {
- const Transform tfm = object_get_transform(kg, sd);
- P = transform_point(&tfm, P);
- }
-
- return P;
-# else /* __INTERSECTION_REFINE__ */
- return P + D * t;
-# endif /* __INTERSECTION_REFINE__ */
-# endif
-}
-#endif /* __BVH_LOCAL__ */
-
-/* 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(const KernelGlobals *kg,
- Intersection *isect,
- float3 P,
- float3 dir,
- float tmax,
- 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(P,
- dir,
- tmax,
-#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- (ssef *)verts,
-#else
- verts[0],
- verts[1],
- verts[2],
-#endif
- &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 local intersections. 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.
- * Returns whether traversal should be stopped.
- */
-#ifdef __BVH_LOCAL__
-ccl_device_inline bool motion_triangle_intersect_local(const KernelGlobals *kg,
- LocalIntersection *local_isect,
- float3 P,
- float3 dir,
- float time,
- int object,
- int local_object,
- int prim_addr,
- float tmax,
- uint *lcg_state,
- int max_hits)
-{
- /* Only intersect with matching object, for instanced objects we
- * already know we are only intersecting the right object. */
- if (object == OBJECT_NONE) {
- if (kernel_tex_fetch(__prim_object, prim_addr) != local_object) {
- return false;
- }
- }
-
- /* Primitive index for vertex location lookup. */
- int prim = kernel_tex_fetch(__prim_index, prim_addr);
- /* Get vertex locations for intersection. */
- float3 verts[3];
- motion_triangle_vertices(kg, local_object, prim, time, verts);
- /* Ray-triangle intersection, unoptimized. */
- float t, u, v;
- if (!ray_triangle_intersect(P,
- dir,
- tmax,
-# if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- (ssef *)verts,
-# else
- verts[0],
- verts[1],
- verts[2],
-# endif
- &u,
- &v,
- &t)) {
- return false;
- }
-
- /* If no actual hit information is requested, just return here. */
- if (max_hits == 0) {
- return true;
- }
-
- int hit;
- if (lcg_state) {
- /* Record up to max_hits intersections. */
- for (int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) {
- if (local_isect->hits[i].t == t) {
- return false;
- }
- }
-
- local_isect->num_hits++;
-
- if (local_isect->num_hits <= max_hits) {
- hit = local_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) % local_isect->num_hits;
-
- if (hit >= max_hits)
- return false;
- }
- }
- else {
- /* Record closest intersection only. */
- if (local_isect->num_hits && t > local_isect->hits[0].t) {
- return false;
- }
-
- hit = 0;
- local_isect->num_hits = 1;
- }
-
- /* Record intersection. */
- Intersection *isect = &local_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. */
- local_isect->Ng[hit] = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
-
- return false;
-}
-#endif /* __BVH_LOCAL__ */
-
-CCL_NAMESPACE_END