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Diffstat (limited to 'intern/cycles/kernel/geom/motion_triangle_intersect.h')
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diff --git a/intern/cycles/kernel/geom/motion_triangle_intersect.h b/intern/cycles/kernel/geom/motion_triangle_intersect.h
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+/*
+ * 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(KernelGlobals kg,
+ ccl_private ShaderData *sd,
+ float3 P,
+ float3 D,
+ float t,
+ const int isect_object,
+ const int isect_prim,
+ float3 verts[3])
+{
+#ifdef __INTERSECTION_REFINE__
+ if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
+ 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 (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
+ 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(KernelGlobals kg,
+ ccl_private 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 (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
+ 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 (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
+ 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(KernelGlobals kg,
+ ccl_private 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;
+ isect->object = (object == OBJECT_NONE) ? kernel_tex_fetch(__prim_object, prim_addr) :
+ 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(KernelGlobals kg,
+ ccl_private LocalIntersection *local_isect,
+ float3 P,
+ float3 dir,
+ float time,
+ int object,
+ int local_object,
+ int prim_addr,
+ float tmax,
+ ccl_private 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. */
+ ccl_private Intersection *isect = &local_isect->hits[hit];
+ isect->t = t;
+ isect->u = u;
+ isect->v = v;
+ isect->prim = prim;
+ isect->object = local_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