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geom_subd_triangle.h « geom « kernel « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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/*
 * 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.
 */

/* Functions for retrieving attributes on triangles produced from subdivision meshes */

CCL_NAMESPACE_BEGIN

/* Patch index for triangle, -1 if not subdivision triangle */

ccl_device_inline uint subd_triangle_patch(KernelGlobals *kg, const ShaderData *sd)
{
	return (ccl_fetch(sd, prim) != PRIM_NONE) ? kernel_tex_fetch(__tri_patch, ccl_fetch(sd, prim)) : ~0;
}

/* UV coords of triangle within patch */

ccl_device_inline void subd_triangle_patch_uv(KernelGlobals *kg, const ShaderData *sd, float2 uv[3])
{
	uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, ccl_fetch(sd, prim));

	uv[0] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.x);
	uv[1] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.y);
	uv[2] = kernel_tex_fetch(__tri_patch_uv, tri_vindex.z);
}

/* Vertex indices of patch */

ccl_device_inline uint4 subd_triangle_patch_indices(KernelGlobals *kg, int patch)
{
	uint4 indices;

	indices.x = kernel_tex_fetch(__patches, patch+0);
	indices.y = kernel_tex_fetch(__patches, patch+1);
	indices.z = kernel_tex_fetch(__patches, patch+2);
	indices.w = kernel_tex_fetch(__patches, patch+3);

	return indices;
}

/* Originating face for patch */

ccl_device_inline uint subd_triangle_patch_face(KernelGlobals *kg, int patch)
{
	return kernel_tex_fetch(__patches, patch+4);
}

/* Number of corners on originating face */

ccl_device_inline uint subd_triangle_patch_num_corners(KernelGlobals *kg, int patch)
{
	return kernel_tex_fetch(__patches, patch+5) & 0xffff;
}

/* Indices of the four corners that are used by the patch */

ccl_device_inline void subd_triangle_patch_corners(KernelGlobals *kg, int patch, int corners[4])
{
	uint4 data;

	data.x = kernel_tex_fetch(__patches, patch+4);
	data.y = kernel_tex_fetch(__patches, patch+5);
	data.z = kernel_tex_fetch(__patches, patch+6);
	data.w = kernel_tex_fetch(__patches, patch+7);

	int num_corners = data.y & 0xffff;

	if(num_corners == 4) {
		/* quad */
		corners[0] = data.z;
		corners[1] = data.z+1;
		corners[2] = data.z+2;
		corners[3] = data.z+3;
	}
	else {
		/* ngon */
		int c = data.y >> 16;

		corners[0] = data.z + c;
		corners[1] = data.z + mod(c+1, num_corners);
		corners[2] = data.w;
		corners[3] = data.z + mod(c-1, num_corners);
	}
}

/* Reading attributes on various subdivision triangle elements */

ccl_device float subd_triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy)
{
	int patch = subd_triangle_patch(kg, sd);

	if(elem == ATTR_ELEMENT_FACE) {
		if(dx) *dx = 0.0f;
		if(dy) *dy = 0.0f;

		return kernel_tex_fetch(__attributes_float, offset + subd_triangle_patch_face(kg, patch));
	}
	else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
		float2 uv[3];
		subd_triangle_patch_uv(kg, sd, uv);
		uint4 v = subd_triangle_patch_indices(kg, patch);

		float a, b, c;

		float f0 = kernel_tex_fetch(__attributes_float, offset + v.x);
		float f1 = kernel_tex_fetch(__attributes_float, offset + v.y);
		float f2 = kernel_tex_fetch(__attributes_float, offset + v.z);
		float f3 = kernel_tex_fetch(__attributes_float, offset + v.w);

		if(subd_triangle_patch_num_corners(kg, patch) != 4) {
			f1 = (f1+f0)*0.5f;
			f3 = (f3+f0)*0.5f;
		}

		a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
		b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
		c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);

#ifdef __RAY_DIFFERENTIALS__
		if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
		if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
#endif

		return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
	}
	else if(elem == ATTR_ELEMENT_CORNER) {
		int corners[4];
		subd_triangle_patch_corners(kg, patch, corners);

		float2 uv[3];
		subd_triangle_patch_uv(kg, sd, uv);

		float a, b, c;

		float f0 = kernel_tex_fetch(__attributes_float, corners[0] + offset);
		float f1 = kernel_tex_fetch(__attributes_float, corners[1] + offset);
		float f2 = kernel_tex_fetch(__attributes_float, corners[2] + offset);
		float f3 = kernel_tex_fetch(__attributes_float, corners[3] + offset);

		if(subd_triangle_patch_num_corners(kg, patch) != 4) {
			f1 = (f1+f0)*0.5f;
			f3 = (f3+f0)*0.5f;
		}

		a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
		b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
		c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);

#ifdef __RAY_DIFFERENTIALS__
		if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
		if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
#endif

		return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
	}
	else {
		if(dx) *dx = 0.0f;
		if(dy) *dy = 0.0f;

		return 0.0f;
	}
}

ccl_device float3 subd_triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy)
{
	int patch = subd_triangle_patch(kg, sd);

	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 + subd_triangle_patch_face(kg, patch)));
	}
	else if(elem == ATTR_ELEMENT_VERTEX || elem == ATTR_ELEMENT_VERTEX_MOTION) {
		float2 uv[3];
		subd_triangle_patch_uv(kg, sd, uv);
		uint4 v = subd_triangle_patch_indices(kg, patch);

		float3 a, b, c;

		float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.x));
		float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.y));
		float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.z));
		float3 f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + v.w));

		if(subd_triangle_patch_num_corners(kg, patch) != 4) {
			f1 = (f1+f0)*0.5f;
			f3 = (f3+f0)*0.5f;
		}

		a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
		b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
		c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);

#ifdef __RAY_DIFFERENTIALS__
		if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
		if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
#endif

		return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
	}
	else if(elem == ATTR_ELEMENT_CORNER || elem == ATTR_ELEMENT_CORNER_BYTE) {
		int corners[4];
		subd_triangle_patch_corners(kg, patch, corners);

		float2 uv[3];
		subd_triangle_patch_uv(kg, sd, uv);

		float3 a, b, c;
		float3 f0, f1, f2, f3;

		if(elem == ATTR_ELEMENT_CORNER) {
			f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[0] + offset));
			f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[1] + offset));
			f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[2] + offset));
			f3 = float4_to_float3(kernel_tex_fetch(__attributes_float3, corners[3] + offset));
		}
		else {
			f0 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[0] + offset));
			f1 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[1] + offset));
			f2 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[2] + offset));
			f3 = color_byte_to_float(kernel_tex_fetch(__attributes_uchar4, corners[3] + offset));
		}

		if(subd_triangle_patch_num_corners(kg, patch) != 4) {
			f1 = (f1+f0)*0.5f;
			f3 = (f3+f0)*0.5f;
		}

		a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
		b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
		c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);

#ifdef __RAY_DIFFERENTIALS__
		if(dx) *dx = ccl_fetch(sd, du).dx*a + ccl_fetch(sd, dv).dx*b - (ccl_fetch(sd, du).dx + ccl_fetch(sd, dv).dx)*c;
		if(dy) *dy = ccl_fetch(sd, du).dy*a + ccl_fetch(sd, dv).dy*b - (ccl_fetch(sd, du).dy + ccl_fetch(sd, dv).dy)*c;
#endif

		return ccl_fetch(sd, u)*a + ccl_fetch(sd, v)*b + (1.0f - ccl_fetch(sd, u) - ccl_fetch(sd, v))*c;
	}
	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);
	}
}

CCL_NAMESPACE_END