/* * 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. */ 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, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3]) { float3 P = ray->P; float3 D = ray->D; float t = isect->t; #ifdef __INTERSECTION_REFINE__ if(isect->object != OBJECT_NONE) { if(UNLIKELY(t == 0.0f)) { return P; } # 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; /* 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(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. */ #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, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3]) { 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; /* 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(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 /* __INTERSECTION_REFINE__ */ return P + D*t; # endif /* __INTERSECTION_REFINE__ */ } #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, Intersection *isect, float3 P, float3 dir, 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, isect->t, #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_addr; isect->object = 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, LocalIntersection *local_isect, float3 P, float3 dir, float time, int object, int local_object, int prim_addr, float tmax, 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. */ Intersection *isect = &local_isect->hits[hit]; isect->t = t; isect->u = u; isect->v = v; isect->prim = prim_addr; isect->object = 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