/* SPDX-License-Identifier: Apache-2.0 * Copyright 2014-2022 Blender Foundation. */ /* Triangle/Ray intersections. * * For BVH ray intersection we use a precomputed triangle storage to accelerate * intersection at the cost of more memory usage. */ #pragma once #include "kernel/sample/lcg.h" CCL_NAMESPACE_BEGIN ccl_device_inline bool triangle_intersect(KernelGlobals kg, ccl_private Intersection *isect, float3 P, float3 dir, float tmin, float tmax, uint visibility, int object, int prim, int prim_addr) { const uint tri_vindex = kernel_data_fetch(tri_vindex, prim).w; const float3 tri_a = kernel_data_fetch(tri_verts, tri_vindex + 0), tri_b = kernel_data_fetch(tri_verts, tri_vindex + 1), tri_c = kernel_data_fetch(tri_verts, tri_vindex + 2); float t, u, v; if (ray_triangle_intersect(P, dir, tmin, tmax, tri_a, tri_b, tri_c, &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_data_fetch(prim_visibility, prim_addr) & visibility) #endif { isect->object = object; isect->prim = prim; isect->type = PRIMITIVE_TRIANGLE; isect->u = u; isect->v = v; isect->t = t; 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. * Returns whether traversal should be stopped. */ #ifdef __BVH_LOCAL__ ccl_device_inline bool triangle_intersect_local(KernelGlobals kg, ccl_private LocalIntersection *local_isect, float3 P, float3 dir, int object, int prim, int prim_addr, float tmin, float tmax, ccl_private uint *lcg_state, int max_hits) { const uint tri_vindex = kernel_data_fetch(tri_vindex, prim).w; const float3 tri_a = kernel_data_fetch(tri_verts, tri_vindex + 0), tri_b = kernel_data_fetch(tri_verts, tri_vindex + 1), tri_c = kernel_data_fetch(tri_verts, tri_vindex + 2); float t, u, v; if (!ray_triangle_intersect(P, dir, tmin, tmax, tri_a, tri_b, tri_c, &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->prim = prim; isect->object = object; isect->type = PRIMITIVE_TRIANGLE; isect->u = u; isect->v = v; isect->t = t; /* Record geometric normal. */ local_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a)); return false; } #endif /* __BVH_LOCAL__ */ /** * Use the barycentric coordinates to get the intersection location */ ccl_device_inline float3 triangle_point_from_uv(KernelGlobals kg, ccl_private ShaderData *sd, const int isect_object, const int isect_prim, const float u, const float v) { const uint tri_vindex = kernel_data_fetch(tri_vindex, isect_prim).w; const packed_float3 tri_a = kernel_data_fetch(tri_verts, tri_vindex + 0), tri_b = kernel_data_fetch(tri_verts, tri_vindex + 1), tri_c = kernel_data_fetch(tri_verts, tri_vindex + 2); /* This appears to give slightly better precision than interpolating with w = (1 - u - v). */ float3 P = tri_a + u * (tri_b - tri_a) + v * (tri_c - tri_a); if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) { const Transform tfm = object_get_transform(kg, sd); P = transform_point(&tfm, P); } return P; } CCL_NAMESPACE_END