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Diffstat (limited to 'intern/cycles/kernel/geom/geom_triangle.h')
-rw-r--r--intern/cycles/kernel/geom/geom_triangle.h205
1 files changed, 0 insertions, 205 deletions
diff --git a/intern/cycles/kernel/geom/geom_triangle.h b/intern/cycles/kernel/geom/geom_triangle.h
index c08a82ee038..dd3928682e3 100644
--- a/intern/cycles/kernel/geom/geom_triangle.h
+++ b/intern/cycles/kernel/geom/geom_triangle.h
@@ -23,99 +23,6 @@
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 triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
-{
- float3 P = ray->P;
- float3 D = ray->D;
- float t = isect->t;
-
-#ifdef __INTERSECTION_REFINE__
- if(isect->object != OBJECT_NONE) {
-#ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_itfm;
-#else
- 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 = P + D*t;
-
- float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
- float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
- float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z);
- float rt = Oz * invDz;
-
- P = P + D*rt;
-
- if(isect->object != OBJECT_NONE) {
-#ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_tfm;
-#else
- Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
-#endif
-
- P = transform_point(&tfm, P);
- }
-
- return P;
-#else
- return P + D*t;
-#endif
-}
-
-/* same as above, except that isect->t is assumed to be in object space for instancing */
-ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
-{
- float3 P = ray->P;
- float3 D = ray->D;
- float t = isect->t;
-
-#ifdef __INTERSECTION_REFINE__
- if(isect->object != OBJECT_NONE) {
-#ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_itfm;
-#else
- 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 = P + D*t;
-
- float4 v00 = kernel_tex_fetch(__tri_woop, isect->prim*TRI_NODE_SIZE+0);
- float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
- float invDz = 1.0f/(D.x*v00.x + D.y*v00.y + D.z*v00.z);
- float rt = Oz * invDz;
-
- P = P + D*rt;
-
- if(isect->object != OBJECT_NONE) {
-#ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_tfm;
-#else
- Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
-#endif
-
- P = transform_point(&tfm, P);
- }
-
- return P;
-#else
- return P + D*t;
-#endif
-}
-
/* normal on triangle */
ccl_device_inline float3 triangle_normal(KernelGlobals *kg, ShaderData *sd)
{
@@ -298,116 +205,4 @@ ccl_device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData
}
}
-/* Ray-Triangle intersection for BVH traversal
- *
- * Based on Sven Woop's algorithm with precomputed triangle storage */
-
-ccl_device_inline bool triangle_intersect(KernelGlobals *kg, Intersection *isect,
- float3 P, float3 dir, uint visibility, int object, int triAddr)
-{
- /* compute and check intersection t-value */
- float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
- float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
-
- float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
- float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
- float t = Oz * invDz;
-
- if(t > 0.0f && t < isect->t) {
- /* compute and check barycentric u */
- float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
- float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
- float u = Ox + t*Dx;
-
- if(u >= 0.0f) {
- /* compute and check barycentric v */
- float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
- float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
- float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
- float v = Oy + t*Dy;
-
- if(v >= 0.0f && u + v <= 1.0f) {
-#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, triAddr) & visibility)
-#endif
- {
- /* record intersection */
- isect->t = t;
- isect->u = u;
- isect->v = v;
- isect->prim = triAddr;
- isect->object = object;
- isect->type = PRIMITIVE_TRIANGLE;
- return true;
- }
- }
- }
- }
-
- return false;
-}
-
-/* Special ray intersection routines for subsurface scattering. 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. */
-
-#ifdef __SUBSURFACE__
-ccl_device_inline void triangle_intersect_subsurface(KernelGlobals *kg, Intersection *isect_array,
- float3 P, float3 dir, int object, int triAddr, float tmax, uint *num_hits, uint *lcg_state, int max_hits)
-{
- /* compute and check intersection t-value */
- float4 v00 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+0);
- float4 v11 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+1);
-
- float Oz = v00.w - P.x*v00.x - P.y*v00.y - P.z*v00.z;
- float invDz = 1.0f/(dir.x*v00.x + dir.y*v00.y + dir.z*v00.z);
- float t = Oz * invDz;
-
- if(t > 0.0f && t < tmax) {
- /* compute and check barycentric u */
- float Ox = v11.w + P.x*v11.x + P.y*v11.y + P.z*v11.z;
- float Dx = dir.x*v11.x + dir.y*v11.y + dir.z*v11.z;
- float u = Ox + t*Dx;
-
- if(u >= 0.0f) {
- /* compute and check barycentric v */
- float4 v22 = kernel_tex_fetch(__tri_woop, triAddr*TRI_NODE_SIZE+2);
- float Oy = v22.w + P.x*v22.x + P.y*v22.y + P.z*v22.z;
- float Dy = dir.x*v22.x + dir.y*v22.y + dir.z*v22.z;
- float v = Oy + t*Dy;
-
- if(v >= 0.0f && u + v <= 1.0f) {
- (*num_hits)++;
-
- int hit;
-
- if(*num_hits <= max_hits) {
- hit = *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) % *num_hits;
-
- if(hit >= max_hits)
- return;
- }
-
- /* 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_TRIANGLE;
- }
- }
- }
-}
-#endif
-
CCL_NAMESPACE_END
-