diff options
Diffstat (limited to 'intern/cycles/kernel/geom/geom_triangle.h')
-rw-r--r-- | intern/cycles/kernel/geom/geom_triangle.h | 353 |
1 files changed, 197 insertions, 156 deletions
diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h index 300227c38e6..9938c0ba2c3 100644 --- a/intern/cycles/kernel/geom/geom_triangle.h +++ b/intern/cycles/kernel/geom/geom_triangle.h @@ -25,227 +25,268 @@ 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)); - } + /* 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) +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); + /* 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)); + 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) +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)); + /* 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); + float3 N = safe_normalize((1.0f - u - v) * n2 + u * n0 + v * n1); - return is_zero(N)? Ng: N; + 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) +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); + /* 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) +ccl_device float triangle_attribute_float( + KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float *dx, float *dy) { - if(desc.element == ATTR_ELEMENT_FACE) { - if(dx) *dx = 0.0f; - if(dy) *dy = 0.0f; + if (desc.element == ATTR_ELEMENT_FACE) { + if (dx) + *dx = 0.0f; + if (dy) + *dy = 0.0f; - return kernel_tex_fetch(__attributes_float, desc.offset + sd->prim); - } - else if(desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { - uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + return kernel_tex_fetch(__attributes_float, desc.offset + sd->prim); + } + else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { + uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); - float f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x); - float f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y); - float f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z); + float f0 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.x); + float f1 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.y); + float f2 = kernel_tex_fetch(__attributes_float, desc.offset + tri_vindex.z); #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; + 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 if(desc.element == ATTR_ELEMENT_CORNER) { - int tri = desc.offset + sd->prim*3; - float f0 = kernel_tex_fetch(__attributes_float, tri + 0); - float f1 = kernel_tex_fetch(__attributes_float, tri + 1); - float f2 = kernel_tex_fetch(__attributes_float, tri + 2); + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else if (desc.element == ATTR_ELEMENT_CORNER) { + int tri = desc.offset + sd->prim * 3; + float f0 = kernel_tex_fetch(__attributes_float, tri + 0); + float f1 = kernel_tex_fetch(__attributes_float, tri + 1); + float 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; + 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 { - if(dx) *dx = 0.0f; - if(dy) *dy = 0.0f; + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else { + if (dx) + *dx = 0.0f; + if (dy) + *dy = 0.0f; - return 0.0f; - } + return 0.0f; + } } -ccl_device float2 triangle_attribute_float2(KernelGlobals *kg, const ShaderData *sd, const AttributeDescriptor desc, float2 *dx, float2 *dy) +ccl_device float2 triangle_attribute_float2(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float2 *dx, + float2 *dy) { - if(desc.element == ATTR_ELEMENT_FACE) { - if(dx) *dx = make_float2(0.0f, 0.0f); - if(dy) *dy = make_float2(0.0f, 0.0f); + if (desc.element == ATTR_ELEMENT_FACE) { + if (dx) + *dx = make_float2(0.0f, 0.0f); + if (dy) + *dy = make_float2(0.0f, 0.0f); - return kernel_tex_fetch(__attributes_float2, desc.offset + sd->prim); - } - else if(desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { - uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + return kernel_tex_fetch(__attributes_float2, desc.offset + sd->prim); + } + else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { + uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); - float2 f0 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.x); - float2 f1 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.y); - float2 f2 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.z); + float2 f0 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.x); + float2 f1 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.y); + float2 f2 = kernel_tex_fetch(__attributes_float2, desc.offset + tri_vindex.z); #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; + 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 if(desc.element == ATTR_ELEMENT_CORNER) { - int tri = desc.offset + sd->prim*3; - float2 f0, f1, f2; + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else if (desc.element == ATTR_ELEMENT_CORNER) { + int tri = desc.offset + sd->prim * 3; + float2 f0, f1, f2; - if(desc.element == ATTR_ELEMENT_CORNER) { - f0 = kernel_tex_fetch(__attributes_float2, tri + 0); - f1 = kernel_tex_fetch(__attributes_float2, tri + 1); - f2 = kernel_tex_fetch(__attributes_float2, tri + 2); - } + if (desc.element == ATTR_ELEMENT_CORNER) { + 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; + 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 { - if(dx) *dx = make_float2(0.0f, 0.0f); - if(dy) *dy = make_float2(0.0f, 0.0f); + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else { + if (dx) + *dx = make_float2(0.0f, 0.0f); + if (dy) + *dy = make_float2(0.0f, 0.0f); - return make_float2(0.0f, 0.0f); - } + 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) +ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, + const ShaderData *sd, + const AttributeDescriptor desc, + float3 *dx, + float3 *dy) { - if(desc.element == ATTR_ELEMENT_FACE) { - if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f); - if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f); - - return float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + sd->prim)); - } - else if(desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { - uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); - - float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x)); - float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y)); - float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z)); + if (desc.element == ATTR_ELEMENT_FACE) { + if (dx) + *dx = make_float3(0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float3(0.0f, 0.0f, 0.0f); + + return float4_to_float3(kernel_tex_fetch(__attributes_float3, desc.offset + sd->prim)); + } + else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) { + uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, sd->prim); + + float3 f0 = float4_to_float3( + kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.x)); + float3 f1 = float4_to_float3( + kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.y)); + float3 f2 = float4_to_float3( + kernel_tex_fetch(__attributes_float3, desc.offset + tri_vindex.z)); #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; + 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 if(desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) { - int tri = desc.offset + sd->prim*3; - float3 f0, f1, f2; - - if(desc.element == ATTR_ELEMENT_CORNER) { - 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)); - } - else { - f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 0)); - f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 1)); - f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 2)); - } + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else if (desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) { + int tri = desc.offset + sd->prim * 3; + float3 f0, f1, f2; + + if (desc.element == ATTR_ELEMENT_CORNER) { + 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)); + } + else { + f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 0)); + f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, tri + 1)); + f2 = color_byte_to_float(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; + 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 { - if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f); - if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f); + return sd->u * f0 + sd->v * f1 + (1.0f - sd->u - sd->v) * f2; + } + else { + if (dx) + *dx = make_float3(0.0f, 0.0f, 0.0f); + if (dy) + *dy = make_float3(0.0f, 0.0f, 0.0f); - return make_float3(0.0f, 0.0f, 0.0f); - } + return make_float3(0.0f, 0.0f, 0.0f); + } } CCL_NAMESPACE_END |