/* * 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. */ #pragma once CCL_NAMESPACE_BEGIN /* Ray offset to avoid self intersection. * * This function should be used to compute a modified ray start position for * rays leaving from a surface. */ ccl_device_inline float3 ray_offset(float3 P, float3 Ng) { #ifdef __INTERSECTION_REFINE__ const float epsilon_f = 1e-5f; /* ideally this should match epsilon_f, but instancing and motion blur * precision makes it problematic */ const float epsilon_test = 1.0f; const int epsilon_i = 32; float3 res; /* x component */ if (fabsf(P.x) < epsilon_test) { res.x = P.x + Ng.x * epsilon_f; } else { uint ix = __float_as_uint(P.x); ix += ((ix ^ __float_as_uint(Ng.x)) >> 31) ? -epsilon_i : epsilon_i; res.x = __uint_as_float(ix); } /* y component */ if (fabsf(P.y) < epsilon_test) { res.y = P.y + Ng.y * epsilon_f; } else { uint iy = __float_as_uint(P.y); iy += ((iy ^ __float_as_uint(Ng.y)) >> 31) ? -epsilon_i : epsilon_i; res.y = __uint_as_float(iy); } /* z component */ if (fabsf(P.z) < epsilon_test) { res.z = P.z + Ng.z * epsilon_f; } else { uint iz = __float_as_uint(P.z); iz += ((iz ^ __float_as_uint(Ng.z)) >> 31) ? -epsilon_i : epsilon_i; res.z = __uint_as_float(iz); } return res; #else const float epsilon_f = 1e-4f; return P + epsilon_f * Ng; #endif } #if defined(__VOLUME_RECORD_ALL__) || (defined(__SHADOW_RECORD_ALL__) && defined(__KERNEL_CPU__)) /* ToDo: Move to another file? */ ccl_device int intersections_compare(const void *a, const void *b) { const Intersection *isect_a = (const Intersection *)a; const Intersection *isect_b = (const Intersection *)b; if (isect_a->t < isect_b->t) return -1; else if (isect_a->t > isect_b->t) return 1; else return 0; } #endif #if defined(__SHADOW_RECORD_ALL__) ccl_device_inline void sort_intersections(Intersection *hits, uint num_hits) { kernel_assert(num_hits > 0); # ifdef __KERNEL_GPU__ /* Use bubble sort which has more friendly memory pattern on GPU. */ bool swapped; do { swapped = false; for (int j = 0; j < num_hits - 1; ++j) { if (hits[j].t > hits[j + 1].t) { struct Intersection tmp = hits[j]; hits[j] = hits[j + 1]; hits[j + 1] = tmp; swapped = true; } } --num_hits; } while (swapped); # else qsort(hits, num_hits, sizeof(Intersection), intersections_compare); # endif } #endif /* __SHADOW_RECORD_ALL__ | __VOLUME_RECORD_ALL__ */ /* Utility to quickly get a shader flags from an intersection. */ ccl_device_forceinline int intersection_get_shader_flags(KernelGlobals *ccl_restrict kg, const Intersection *isect) { const int prim = kernel_tex_fetch(__prim_index, isect->prim); int shader = 0; #ifdef __HAIR__ if (kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) #endif { shader = kernel_tex_fetch(__tri_shader, prim); } #ifdef __HAIR__ else { float4 str = kernel_tex_fetch(__curves, prim); shader = __float_as_int(str.z); } #endif return kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags; } ccl_device_forceinline int intersection_get_shader(KernelGlobals *ccl_restrict kg, const Intersection *isect) { const int prim = kernel_tex_fetch(__prim_index, isect->prim); int shader = 0; #ifdef __HAIR__ if (kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) #endif { shader = kernel_tex_fetch(__tri_shader, prim); } #ifdef __HAIR__ else { float4 str = kernel_tex_fetch(__curves, prim); shader = __float_as_int(str.z); } #endif return shader & SHADER_MASK; } CCL_NAMESPACE_END