Welcome to mirror list, hosted at ThFree Co, Russian Federation.

geom_object.h « geom « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 91edd5863acc33bab68330c96d28c7335afb9967 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
/*
 * 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.
 */

/* Object Primitive
 *
 * All mesh and curve primitives are part of an object. The same mesh and curves
 * may be instanced multiple times by different objects.
 *
 * If the mesh is not instanced multiple times, the object will not be explicitly
 * stored as a primitive in the BVH, rather the bare triangles are curved are
 * directly primitives in the BVH with world space locations applied, and the object
 * ID is looked up afterwards. */

CCL_NAMESPACE_BEGIN

/* Object attributes, for now a fixed size and contents */

enum ObjectTransform {
	OBJECT_TRANSFORM = 0,
	OBJECT_TRANSFORM_MOTION_PRE = 0,
	OBJECT_INVERSE_TRANSFORM = 4,
	OBJECT_TRANSFORM_MOTION_POST = 4,
	OBJECT_PROPERTIES = 8,
	OBJECT_DUPLI = 9
};

enum ObjectVectorTransform {
	OBJECT_VECTOR_MOTION_PRE = 0,
	OBJECT_VECTOR_MOTION_POST = 3
};

/* Object to world space transformation */

ccl_device_inline Transform object_fetch_transform(KernelGlobals *kg, int object, enum ObjectTransform type)
{
	int offset = object*OBJECT_SIZE + (int)type;

	Transform tfm;
	tfm.x = kernel_tex_fetch(__objects, offset + 0);
	tfm.y = kernel_tex_fetch(__objects, offset + 1);
	tfm.z = kernel_tex_fetch(__objects, offset + 2);
	tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);

	return tfm;
}

/* Object to world space transformation for motion vectors */

ccl_device_inline Transform object_fetch_vector_transform(KernelGlobals *kg, int object, enum ObjectVectorTransform type)
{
	int offset = object*OBJECT_VECTOR_SIZE + (int)type;

	Transform tfm;
	tfm.x = kernel_tex_fetch(__objects_vector, offset + 0);
	tfm.y = kernel_tex_fetch(__objects_vector, offset + 1);
	tfm.z = kernel_tex_fetch(__objects_vector, offset + 2);
	tfm.w = make_float4(0.0f, 0.0f, 0.0f, 1.0f);

	return tfm;
}

/* Motion blurred object transformations */

#ifdef __OBJECT_MOTION__
ccl_device_inline Transform object_fetch_transform_motion(KernelGlobals *kg, int object, float time)
{
	DecompMotionTransform motion;

	int offset = object*OBJECT_SIZE + (int)OBJECT_TRANSFORM_MOTION_PRE;

	motion.mid.x = kernel_tex_fetch(__objects, offset + 0);
	motion.mid.y = kernel_tex_fetch(__objects, offset + 1);
	motion.mid.z = kernel_tex_fetch(__objects, offset + 2);
	motion.mid.w = kernel_tex_fetch(__objects, offset + 3);

	motion.pre_x = kernel_tex_fetch(__objects, offset + 4);
	motion.pre_y = kernel_tex_fetch(__objects, offset + 5);
	motion.post_x = kernel_tex_fetch(__objects, offset + 6);
	motion.post_y = kernel_tex_fetch(__objects, offset + 7);

	Transform tfm;
	transform_motion_interpolate(&tfm, &motion, time);

	return tfm;
}

ccl_device_inline Transform object_fetch_transform_motion_test(KernelGlobals *kg, int object, float time, Transform *itfm)
{
	int object_flag = kernel_tex_fetch(__object_flag, object);

	if(object_flag & SD_OBJECT_MOTION) {
		/* if we do motion blur */
		Transform tfm = object_fetch_transform_motion(kg, object, time);

		if(itfm)
			*itfm = transform_quick_inverse(tfm);

		return tfm;
	}
	else {
		Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
		if(itfm)
			*itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);

		return tfm;
	}
}
#endif

/* Transform position from object to world space */

ccl_device_inline void object_position_transform(KernelGlobals *kg, const ShaderData *sd, float3 *P)
{
#ifdef __OBJECT_MOTION__
	*P = transform_point(&sd->ob_tfm, *P);
#else
	Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
	*P = transform_point(&tfm, *P);
#endif
}

/* Transform position from world to object space */

ccl_device_inline void object_inverse_position_transform(KernelGlobals *kg, const ShaderData *sd, float3 *P)
{
#ifdef __OBJECT_MOTION__
	*P = transform_point(&sd->ob_itfm, *P);
#else
	Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
	*P = transform_point(&tfm, *P);
#endif
}

/* Transform normal from world to object space */

ccl_device_inline void object_inverse_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
{
#ifdef __OBJECT_MOTION__
	*N = normalize(transform_direction_transposed(&sd->ob_tfm, *N));
#else
	Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
	*N = normalize(transform_direction_transposed(&tfm, *N));
#endif
}

/* Transform normal from object to world space */

ccl_device_inline void object_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
{
#ifdef __OBJECT_MOTION__
	*N = normalize(transform_direction_transposed(&sd->ob_itfm, *N));
#else
	Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
	*N = normalize(transform_direction_transposed(&tfm, *N));
#endif
}

/* Transform direction vector from object to world space */

ccl_device_inline void object_dir_transform(KernelGlobals *kg, const ShaderData *sd, float3 *D)
{
#ifdef __OBJECT_MOTION__
	*D = transform_direction(&sd->ob_tfm, *D);
#else
	Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
	*D = transform_direction(&tfm, *D);
#endif
}

/* Transform direction vector from world to object space */

ccl_device_inline void object_inverse_dir_transform(KernelGlobals *kg, const ShaderData *sd, float3 *D)
{
#ifdef __OBJECT_MOTION__
	*D = transform_direction(&sd->ob_itfm, *D);
#else
	Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
	*D = transform_direction(&tfm, *D);
#endif
}

/* Object center position */

ccl_device_inline float3 object_location(KernelGlobals *kg, const ShaderData *sd)
{
	if(sd->object == OBJECT_NONE)
		return make_float3(0.0f, 0.0f, 0.0f);

#ifdef __OBJECT_MOTION__
	return make_float3(sd->ob_tfm.x.w, sd->ob_tfm.y.w, sd->ob_tfm.z.w);
#else
	Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
	return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
#endif
}

/* Total surface area of object */

ccl_device_inline float object_surface_area(KernelGlobals *kg, int object)
{
	int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
	float4 f = kernel_tex_fetch(__objects, offset);
	return f.x;
}

/* Pass ID number of object */

ccl_device_inline float object_pass_id(KernelGlobals *kg, int object)
{
	if(object == OBJECT_NONE)
		return 0.0f;

	int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
	float4 f = kernel_tex_fetch(__objects, offset);
	return f.y;
}

/* Per object random number for shader variation */

ccl_device_inline float object_random_number(KernelGlobals *kg, int object)
{
	if(object == OBJECT_NONE)
		return 0.0f;

	int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
	float4 f = kernel_tex_fetch(__objects, offset);
	return f.z;
}

/* Particle ID from which this object was generated */

ccl_device_inline int object_particle_id(KernelGlobals *kg, int object)
{
	if(object == OBJECT_NONE)
		return 0.0f;

	int offset = object*OBJECT_SIZE + OBJECT_PROPERTIES;
	float4 f = kernel_tex_fetch(__objects, offset);
	return __float_as_uint(f.w);
}

/* Generated texture coordinate on surface from where object was instanced */

ccl_device_inline float3 object_dupli_generated(KernelGlobals *kg, int object)
{
	if(object == OBJECT_NONE)
		return make_float3(0.0f, 0.0f, 0.0f);

	int offset = object*OBJECT_SIZE + OBJECT_DUPLI;
	float4 f = kernel_tex_fetch(__objects, offset);
	return make_float3(f.x, f.y, f.z);
}

/* UV texture coordinate on surface from where object was instanced */

ccl_device_inline float3 object_dupli_uv(KernelGlobals *kg, int object)
{
	if(object == OBJECT_NONE)
		return make_float3(0.0f, 0.0f, 0.0f);

	int offset = object*OBJECT_SIZE + OBJECT_DUPLI;
	float4 f = kernel_tex_fetch(__objects, offset + 1);
	return make_float3(f.x, f.y, 0.0f);
}

/* Information about mesh for motion blurred triangles and curves */

ccl_device_inline void object_motion_info(KernelGlobals *kg, int object, int *numsteps, int *numverts, int *numkeys)
{
	int offset = object*OBJECT_SIZE + OBJECT_DUPLI;

	if(numkeys) {
		float4 f = kernel_tex_fetch(__objects, offset);
		*numkeys = __float_as_int(f.w);
	}

	float4 f = kernel_tex_fetch(__objects, offset + 1);
	if(numsteps)
		*numsteps = __float_as_int(f.z);
	if(numverts)
		*numverts = __float_as_int(f.w);
}

/* Pass ID for shader */

ccl_device int shader_pass_id(KernelGlobals *kg, const ShaderData *sd)
{
	return kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2 + 1);
}

/* Particle data from which object was instanced */

ccl_device_inline float particle_index(KernelGlobals *kg, int particle)
{
	int offset = particle*PARTICLE_SIZE;
	float4 f = kernel_tex_fetch(__particles, offset + 0);
	return f.x;
}

ccl_device float particle_age(KernelGlobals *kg, int particle)
{
	int offset = particle*PARTICLE_SIZE;
	float4 f = kernel_tex_fetch(__particles, offset + 0);
	return f.y;
}

ccl_device float particle_lifetime(KernelGlobals *kg, int particle)
{
	int offset = particle*PARTICLE_SIZE;
	float4 f = kernel_tex_fetch(__particles, offset + 0);
	return f.z;
}

ccl_device float particle_size(KernelGlobals *kg, int particle)
{
	int offset = particle*PARTICLE_SIZE;
	float4 f = kernel_tex_fetch(__particles, offset + 0);
	return f.w;
}

ccl_device float4 particle_rotation(KernelGlobals *kg, int particle)
{
	int offset = particle*PARTICLE_SIZE;
	float4 f = kernel_tex_fetch(__particles, offset + 1);
	return f;
}

ccl_device float3 particle_location(KernelGlobals *kg, int particle)
{
	int offset = particle*PARTICLE_SIZE;
	float4 f = kernel_tex_fetch(__particles, offset + 2);
	return make_float3(f.x, f.y, f.z);
}

ccl_device float3 particle_velocity(KernelGlobals *kg, int particle)
{
	int offset = particle*PARTICLE_SIZE;
	float4 f2 = kernel_tex_fetch(__particles, offset + 2);
	float4 f3 = kernel_tex_fetch(__particles, offset + 3);
	return make_float3(f2.w, f3.x, f3.y);
}

ccl_device float3 particle_angular_velocity(KernelGlobals *kg, int particle)
{
	int offset = particle*PARTICLE_SIZE;
	float4 f3 = kernel_tex_fetch(__particles, offset + 3);
	float4 f4 = kernel_tex_fetch(__particles, offset + 4);
	return make_float3(f3.z, f3.w, f4.x);
}

/* Object intersection in BVH */

ccl_device_inline float3 bvh_clamp_direction(float3 dir)
{
	/* clamp absolute values by exp2f(-80.0f) to avoid division by zero when calculating inverse direction */
	float ooeps = 8.271806E-25f;
	return make_float3((fabsf(dir.x) > ooeps)? dir.x: copysignf(ooeps, dir.x),
	                   (fabsf(dir.y) > ooeps)? dir.y: copysignf(ooeps, dir.y),
	                   (fabsf(dir.z) > ooeps)? dir.z: copysignf(ooeps, dir.z));
}

ccl_device_inline float3 bvh_inverse_direction(float3 dir)
{
	return 1.0f / dir;
}

/* Transform ray into object space to enter static object in BVH */

ccl_device_inline void bvh_instance_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t)
{
	Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);

	*P = transform_point(&tfm, ray->P);

	float len;
	*dir = bvh_clamp_direction(normalize_len(transform_direction(&tfm, ray->D), &len));
	*idir = bvh_inverse_direction(*dir);

	if(*t != FLT_MAX)
		*t *= len;
}

/* Transorm ray to exit static object in BVH */

ccl_device_inline void bvh_instance_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t)
{
	if(*t != FLT_MAX) {
		Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
		*t *= len(transform_direction(&tfm, 1.0f/(*idir)));
	}

	*P = ray->P;
	*dir = bvh_clamp_direction(ray->D);
	*idir = bvh_inverse_direction(*dir);
}

/* Same as above, but returns scale factor to apply to multiple intersection distances */

ccl_device_inline void bvh_instance_pop_factor(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t_fac)
{
	Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
	*t_fac = len(transform_direction(&tfm, 1.0f/(*idir)));

	*P = ray->P;
	*dir = bvh_clamp_direction(ray->D);
	*idir = bvh_inverse_direction(*dir);
}


#ifdef __OBJECT_MOTION__
/* Transform ray into object space to enter motion blurred object in BVH */

ccl_device_inline void bvh_instance_motion_push(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t, Transform *tfm)
{
	Transform itfm;
	*tfm = object_fetch_transform_motion_test(kg, object, ray->time, &itfm);

	*P = transform_point(&itfm, ray->P);

	float len;
	*dir = bvh_clamp_direction(normalize_len(transform_direction(&itfm, ray->D), &len));
	*idir = bvh_inverse_direction(*dir);

	if(*t != FLT_MAX)
		*t *= len;
}

/* Transorm ray to exit motion blurred object in BVH */

ccl_device_inline void bvh_instance_motion_pop(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t, Transform *tfm)
{
	if(*t != FLT_MAX)
		*t *= len(transform_direction(tfm, 1.0f/(*idir)));

	*P = ray->P;
	*dir = bvh_clamp_direction(ray->D);
	*idir = bvh_inverse_direction(*dir);
}

/* Same as above, but returns scale factor to apply to multiple intersection distances */

ccl_device_inline void bvh_instance_motion_pop_factor(KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir, float *t_fac, Transform *tfm)
{
	*t_fac = len(transform_direction(tfm, 1.0f/(*idir)));

	*P = ray->P;
	*dir = bvh_clamp_direction(ray->D);
	*idir = bvh_inverse_direction(*dir);
}

#endif

CCL_NAMESPACE_END