diff options
Diffstat (limited to 'intern/cycles/kernel/geom/geom_triangle.h.orig')
-rw-r--r-- | intern/cycles/kernel/geom/geom_triangle.h.orig | 348 |
1 files changed, 348 insertions, 0 deletions
diff --git a/intern/cycles/kernel/geom/geom_triangle.h.orig b/intern/cycles/kernel/geom/geom_triangle.h.orig new file mode 100644 index 00000000000..768c168327e --- /dev/null +++ b/intern/cycles/kernel/geom/geom_triangle.h.orig @@ -0,0 +1,348 @@ +/* + * 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. + */ + +/* Triangle Primitive + * + * Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH + * ray intersection we use a precomputed triangle storage to accelerate + * intersection at the cost of more memory usage */ + +CCL_NAMESPACE_BEGIN + +/* normal on triangle */ +ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd) +{ + /* load triangle vertices */ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + const float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0)); + const float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1)); + const float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2)); + + /* return normal */ + if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { + return normalize(cross(v2 - v0, v1 - v0)); + } + else { + return normalize(cross(v1 - v0, v2 - v0)); + } +} + +/* point and normal on triangle */ +ccl_device_inline void triangle_point_normal( + KernelGlobals *kg, int object, int prim, float u, float v, float3 *P, float3 *Ng, int *shader) +{ + /* load triangle vertices */ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim); + float3 v0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0)); + float3 v1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1)); + float3 v2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2)); + /* compute point */ + float t = 1.0f - u - v; + *P = (u * v0 + v * v1 + t * v2); + /* get object flags */ + int object_flag = kernel_tex_fetch(__object_flag, object); + /* compute normal */ + if (object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) { + *Ng = normalize(cross(v2 - v0, v1 - v0)); + } + else { + *Ng = normalize(cross(v1 - v0, v2 - v0)); + } + /* shader`*/ + *shader = kernel_tex_fetch(__tri_shader, prim); +} + +/* Triangle vertex locations */ + +ccl_device_inline void triangle_vertices(KernelGlobals *kg, int prim, float3 P[3]) +{ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim); + P[0] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0)); + P[1] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1)); + P[2] = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2)); +} + +/* Interpolate smooth vertex normal from vertices */ + +ccl_device_inline float3 +triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int prim, float u, float v) +{ + /* load triangle vertices */ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim); + float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.x)); + float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.y)); + float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, tri_vindex.z)); + + float3 N = safe_normalize((1.0f - u - v) * n2 + u * n0 + v * n1); + + return is_zero(N) ? Ng : N; +} + +/* Ray differentials on triangle */ + +ccl_device_inline void triangle_dPdudv(KernelGlobals *kg, + int prim, + ccl_addr_space float3 *dPdu, + ccl_addr_space float3 *dPdv) +{ + /* fetch triangle vertex coordinates */ + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, prim); + const float3 p0 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 0)); + const float3 p1 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 1)); + const float3 p2 = float4_to_float3(kernel_tex_fetch(__prim_tri_verts, tri_vindex.w + 2)); + + /* compute derivatives of P w.r.t. uv */ + *dPdu = (p0 - p2); + *dPdv = (p1 - p2); +} + +/* Reading attributes on various triangle elements */ + +ccl_device float triangle_attribute_float( + KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy) +{ + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) { + float f0, f1, f2; + + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) { + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x); + f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y); + f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z); + } + else { + const int tri = desc.offset + sd->prim * 3; + f0 = kernel_tex_fetch(__attributes_float, tri + 0); + f1 = kernel_tex_fetch(__attributes_float, tri + 1); + f2 = kernel_tex_fetch(__attributes_float, tri + 2); + } + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2; + if (dy) + *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2; +#endif + + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else { +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = 0.0f; + if (dy) + *dy = 0.0f; +#endif + + if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) { + const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : + desc.offset; + return kernel_tex_fetch(__attributes_float, offset); + } + else { + return 0.0f; + } + } +} + +ccl_device float2 triangle_attribute_float2(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float2 *dx, + float2 *dy) +{ + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) { + float2 f0, f1, f2; + + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) { + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + f0 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.x); + f1 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.y); + f2 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.z); + } + else { + const int tri = desc.offset + sd->prim * 3; + f0 = kernel_tex_fetch(__attributes_float2, tri + 0); + f1 = kernel_tex_fetch(__attributes_float2, tri + 1); + f2 = kernel_tex_fetch(__attributes_float2, tri + 2); + } + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2; + if (dy) + *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2; +#endif + + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else { +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = make_float2(0.0f, 0.0f); + if (dy) + *dy = make_float2(0.0f, 0.0f); +#endif + + if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) { + const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : + desc.offset; + return kernel_tex_fetch(__attributes_float2, offset); + } + else { + return make_float2(0.0f, 0.0f); + } + } +} + +ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float3 *dx, + float3 *dy) +{ + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) { + float3 f0, f1, f2; + + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) { + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x)); + f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y)); + f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z)); + } + else { + const int tri = desc.offset + sd->prim * 3; + f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0)); + f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1)); + f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2)); + } + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2; + if (dy) + *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2; +#endif + + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else { +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = make_float3(0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float3(0.0f, 0.0f, 0.0f); +#endif + + if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) { + const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : + desc.offset; + return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset)); + } + else { + return make_float3(0.0f, 0.0f, 0.0f); + } + } +} + +ccl_device float4 triangle_attribute_float4(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float4 *dx, + float4 *dy) +{ + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER | + ATTR_ELEMENT_CORNER_BYTE)) { + float4 f0, f1, f2; + +<<<<<<< HEAD + if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) { + const uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); +======= + if (desc.element == ATTR_ELEMENT_CORNER_BYTE) { + int tri = desc.offset + sd->prim * 3; + f0 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0))); + f1 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1))); + f2 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2))); + } + else { + uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); +>>>>>>> blender-v2.91-release + f0 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x); + f1 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y); + f2 = kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z); + } + else { + const int tri = desc.offset + sd->prim * 3; + if (desc.element == ATTR_ELEMENT_CORNER) { + f0 = kernel_tex_fetch(__attributes_float3, tri + 0); + f1 = kernel_tex_fetch(__attributes_float3, tri + 1); + f2 = kernel_tex_fetch(__attributes_float3, tri + 2); + } + else { + f0 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 0))); + f1 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 1))); + f2 = color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, tri + 2))); + } + } + +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = sd->du.dx * f0 + sd->dv.dx * f1 - (sd->du.dx + sd->dv.dx) * f2; + if (dy) + *dy = sd->du.dy * f0 + sd->dv.dy * f1 - (sd->du.dy + sd->dv.dy) * f2; +#endif + + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } +<<<<<<< HEAD +======= + else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) { + if (dx) + *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + + return color_srgb_to_linear_v4( + color_uchar4_to_float4(kernel_tex_fetch(__attributes_uchar4, desc.offset))); + } +>>>>>>> blender-v2.91-release + else { +#ifdef __RAY_DIFFERENTIALS__ + if (dx) + *dx = make_float4(0.0f, 0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float4(0.0f, 0.0f, 0.0f, 0.0f); +#endif + + if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) { + const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : + desc.offset; + return kernel_tex_fetch(__attributes_float3, offset); + } + else { + return make_float4(0.0f, 0.0f, 0.0f, 0.0f); + } + } +} + +CCL_NAMESPACE_END |