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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.h418
1 files changed, 204 insertions, 214 deletions
diff --git a/intern/cycles/kernel/geom/geom_motion_triangle_intersect.h b/intern/cycles/kernel/geom/geom_motion_triangle_intersect.h
index ec7bfad7349..49d4829af38 100644
--- a/intern/cycles/kernel/geom/geom_motion_triangle_intersect.h
+++ b/intern/cycles/kernel/geom/geom_motion_triangle_intersect.h
@@ -32,64 +32,57 @@ CCL_NAMESPACE_BEGIN
* a closer distance.
*/
-ccl_device_inline float3 motion_triangle_refine(KernelGlobals *kg,
- ShaderData *sd,
- const Intersection *isect,
- const Ray *ray,
- float3 verts[3])
+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;
+ 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;
- }
+ if (isect->object != OBJECT_NONE) {
+ if (UNLIKELY(t == 0.0f)) {
+ return P;
+ }
# ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_itfm;
+ Transform tfm = sd->ob_itfm;
# else
- Transform tfm = object_fetch_transform(kg,
- isect->object,
- OBJECT_INVERSE_TRANSFORM);
+ 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 = transform_point(&tfm, P);
+ D = transform_direction(&tfm, D * t);
+ D = normalize_len(D, &t);
+ }
- P = P + 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);
+ /* 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;
+ 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;
+ /* Compute refined position. */
+ P = P + D * rt;
- if(isect->object != OBJECT_NONE) {
+ if (isect->object != OBJECT_NONE) {
# ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_tfm;
+ Transform tfm = sd->ob_tfm;
# else
- Transform tfm = object_fetch_transform(kg,
- isect->object,
- OBJECT_TRANSFORM);
+ Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
# endif
- P = transform_point(&tfm, P);
- }
+ P = transform_point(&tfm, P);
+ }
- return P;
+ return P;
#else
- return P + D*t;
+ return P + D * t;
#endif
}
@@ -103,116 +96,112 @@ ccl_device_noinline
# else
ccl_device_inline
# endif
-float3 motion_triangle_refine_local(KernelGlobals *kg,
- ShaderData *sd,
- const Intersection *isect,
- const Ray *ray,
- float3 verts[3])
+ float3
+ motion_triangle_refine_local(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;
+ float3 P = ray->P;
+ float3 D = ray->D;
+ float t = isect->t;
# ifdef __INTERSECTION_REFINE__
- if(isect->object != OBJECT_NONE) {
+ if (isect->object != OBJECT_NONE) {
# ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_itfm;
+ Transform tfm = sd->ob_itfm;
# else
- Transform tfm = object_fetch_transform(kg,
- isect->object,
- OBJECT_INVERSE_TRANSFORM);
+ 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 = transform_point(&tfm, P);
+ D = transform_direction(&tfm, D);
+ D = normalize(D);
+ }
- P = P + 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);
+ /* 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;
+ 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;
+ P = P + D * rt;
- if(isect->object != OBJECT_NONE) {
+ if (isect->object != OBJECT_NONE) {
# ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_tfm;
+ Transform tfm = sd->ob_tfm;
# else
- Transform tfm = object_fetch_transform(kg,
- isect->object,
- OBJECT_TRANSFORM);
+ Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
# endif
- P = transform_point(&tfm, P);
- }
+ P = transform_point(&tfm, P);
+ }
- return P;
+ return P;
# else /* __INTERSECTION_REFINE__ */
- return P + D*t;
-# endif /* __INTERSECTION_REFINE__ */
+ return P + D * t;
+# endif /* __INTERSECTION_REFINE__ */
}
-#endif /* __BVH_LOCAL__ */
-
+#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(
- KernelGlobals *kg,
- Intersection *isect,
- float3 P,
- float3 dir,
- float time,
- uint visibility,
- int object,
- int prim_addr)
+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(P,
- dir,
- isect->t,
+ /* 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,
+ isect->t,
#if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- (ssef*)verts,
+ (ssef *)verts,
#else
- verts[0], verts[1], verts[2],
+ verts[0],
+ verts[1],
+ verts[2],
#endif
- &u, &v, &t))
- {
+ &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)
+ /* 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;
+ {
+ 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
@@ -221,101 +210,102 @@ ccl_device_inline bool motion_triangle_intersect(
* Returns whether traversal should be stopped.
*/
#ifdef __BVH_LOCAL__
-ccl_device_inline bool motion_triangle_intersect_local(
- 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)
+ccl_device_inline bool motion_triangle_intersect_local(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;
+ /* 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__ */
+#endif /* __BVH_LOCAL__ */
CCL_NAMESPACE_END