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Diffstat (limited to 'intern/cycles/kernel/kernel_triangle.h')
-rw-r--r--intern/cycles/kernel/kernel_triangle.h176
1 files changed, 103 insertions, 73 deletions
diff --git a/intern/cycles/kernel/kernel_triangle.h b/intern/cycles/kernel/kernel_triangle.h
index 570ae52d6c2..1f2618d3507 100644
--- a/intern/cycles/kernel/kernel_triangle.h
+++ b/intern/cycles/kernel/kernel_triangle.h
@@ -106,88 +106,107 @@ __device_inline void triangle_dPdudv(KernelGlobals *kg, float3 *dPdu, float3 *dP
__device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
{
- if(elem == ATTR_ELEMENT_FACE) {
- if(dx) *dx = 0.0f;
- if(dy) *dy = 0.0f;
-
- return kernel_tex_fetch(__attributes_float, offset + sd->prim);
- }
- else if(elem == ATTR_ELEMENT_VERTEX) {
- float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
-
- float f0 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.x));
- float f1 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.y));
- float f2 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(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;
-#endif
-
- return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
- }
- else if(elem == ATTR_ELEMENT_CORNER) {
- int tri = 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;
+#ifdef __HAIR__
+ if(sd->curve_seg == ~0) {
#endif
-
- return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
+ if(elem == ATTR_ELEMENT_FACE) {
+ if(dx) *dx = 0.0f;
+ if(dy) *dy = 0.0f;
+
+ return kernel_tex_fetch(__attributes_float, offset + sd->prim);
+ }
+ else if(elem == ATTR_ELEMENT_VERTEX) {
+ float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
+
+ float f0 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.x));
+ float f1 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.y));
+ float f2 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(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;
+ #endif
+
+ return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
+ }
+ else if(elem == ATTR_ELEMENT_CORNER) {
+ int tri = 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;
+ #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 0.0f;
+ }
+#ifdef __HAIR__
}
else {
- if(dx) *dx = 0.0f;
- if(dy) *dy = 0.0f;
-
return 0.0f;
}
+#endif
}
__device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
{
- if(elem == 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, offset + sd->prim));
- }
- else if(elem == ATTR_ELEMENT_VERTEX) {
- float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
-
- float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x)));
- float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y)));
- float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(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;
+#ifdef __HAIR__
+ if(sd->curve_seg == ~0) {
#endif
-
- return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
- }
- else if(elem == ATTR_ELEMENT_CORNER) {
- int tri = offset + sd->prim*3;
- float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
- float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
- float3 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;
+ if(elem == 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, offset + sd->prim));
+ }
+ else if(elem == ATTR_ELEMENT_VERTEX) {
+ float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
+
+ float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x)));
+ float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y)));
+ float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(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;
+ #endif
+
+ return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2;
+ }
+ else if(elem == ATTR_ELEMENT_CORNER) {
+ int tri = offset + sd->prim*3;
+ float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0));
+ float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1));
+ float3 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 {
+ 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);
+ }
+#ifdef __HAIR__
}
- else {
- if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f);
- if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f);
-
+ else
+ {
return make_float3(0.0f, 0.0f, 0.0f);
}
+#endif
}
/* motion */
@@ -200,10 +219,16 @@ __device float4 triangle_motion_vector(KernelGlobals *kg, ShaderData *sd)
int offset_pre = find_attribute(kg, sd, ATTR_STD_MOTION_PRE);
int offset_post = find_attribute(kg, sd, ATTR_STD_MOTION_POST);
- if(offset_pre != ATTR_STD_NOT_FOUND)
- motion_pre = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, offset_pre, NULL, NULL);
- if(offset_post != ATTR_STD_NOT_FOUND)
- motion_post = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, offset_post, NULL, NULL);
+#ifdef __HAIR__
+ if(sd->curve_seg == ~0) {
+#endif
+ if(offset_pre != ATTR_STD_NOT_FOUND)
+ motion_pre = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, offset_pre, NULL, NULL);
+ if(offset_post != ATTR_STD_NOT_FOUND)
+ motion_post = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_VERTEX, offset_post, NULL, NULL);
+#ifdef __HAIR__
+ }
+#endif
/* object motion. note that depending on the mesh having motion vectors, this
* transformation was set match the world/object space of motion_pre/post */
@@ -259,8 +284,13 @@ __device float3 triangle_uv(KernelGlobals *kg, ShaderData *sd)
{
int offset_uv = find_attribute(kg, sd, ATTR_STD_UV);
+#ifdef __HAIR__
+ if(offset_uv == ATTR_STD_NOT_FOUND || sd->curve_seg != ~0)
+ return make_float3(0.0f, 0.0f, 0.0f);
+#else
if(offset_uv == ATTR_STD_NOT_FOUND)
return make_float3(0.0f, 0.0f, 0.0f);
+#endif
float3 uv = triangle_attribute_float3(kg, sd, ATTR_ELEMENT_CORNER, offset_uv, NULL, NULL);
uv.z = 1.0f;