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/* SPDX-License-Identifier: Apache-2.0
 * Copyright 2011-2022 Blender Foundation */

/* 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.
 */

#pragma once

CCL_NAMESPACE_BEGIN

/* Setup of motion triangle specific parts of ShaderData, moved into this one
 * function to more easily share computation of interpolated positions and
 * normals */

/* return 3 triangle vertex normals */
ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals kg,
                                                      ccl_private ShaderData *sd,
                                                      const float3 P,
                                                      const float3 D,
                                                      const float ray_t,
                                                      const int isect_object,
                                                      const int isect_prim,
                                                      bool is_local)
{
  /* Get shader. */
  sd->shader = kernel_data_fetch(tri_shader, sd->prim);
  /* Get motion info. */
  /* TODO(sergey): This logic is really similar to motion_triangle_vertices(),
   * can we de-duplicate something here?
   */
  int numsteps, numverts;
  object_motion_info(kg, sd->object, &numsteps, &numverts, NULL);
  /* Figure out which steps we need to fetch and their interpolation factor. */
  int maxstep = numsteps * 2;
  int step = min((int)(sd->time * maxstep), maxstep - 1);
  float t = sd->time * maxstep - step;
  /* Find attribute. */
  int offset = intersection_find_attribute(kg, sd->object, ATTR_STD_MOTION_VERTEX_POSITION);
  kernel_assert(offset != ATTR_STD_NOT_FOUND);
  /* Fetch vertex coordinates. */
  float3 verts[3], next_verts[3];
  uint4 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
  motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts);
  motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step + 1, next_verts);
  /* Interpolate between steps. */
  verts[0] = (1.0f - t) * verts[0] + t * next_verts[0];
  verts[1] = (1.0f - t) * verts[1] + t * next_verts[1];
  verts[2] = (1.0f - t) * verts[2] + t * next_verts[2];
  /* Compute refined position. */
  sd->P = motion_triangle_point_from_uv(kg, sd, isect_object, isect_prim, sd->u, sd->v, verts);
  /* Compute face normal. */
  float3 Ng;
  if (sd->object_flag & SD_OBJECT_NEGATIVE_SCALE_APPLIED) {
    Ng = normalize(cross(verts[2] - verts[0], verts[1] - verts[0]));
  }
  else {
    Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
  }
  sd->Ng = Ng;
  sd->N = Ng;
  /* Compute derivatives of P w.r.t. uv. */
#ifdef __DPDU__
  sd->dPdu = (verts[0] - verts[2]);
  sd->dPdv = (verts[1] - verts[2]);
#endif
  /* Compute smooth normal. */
  if (sd->shader & SHADER_SMOOTH_NORMAL) {
    /* Find attribute. */
    int offset = intersection_find_attribute(kg, sd->object, ATTR_STD_MOTION_VERTEX_NORMAL);
    kernel_assert(offset != ATTR_STD_NOT_FOUND);
    /* Fetch vertex coordinates. */
    float3 normals[3], next_normals[3];
    motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step, normals);
    motion_triangle_normals_for_step(
        kg, tri_vindex, offset, numverts, numsteps, step + 1, next_normals);
    /* Interpolate between steps. */
    normals[0] = (1.0f - t) * normals[0] + t * next_normals[0];
    normals[1] = (1.0f - t) * normals[1] + t * next_normals[1];
    normals[2] = (1.0f - t) * normals[2] + t * next_normals[2];
    /* Interpolate between vertices. */
    float u = sd->u;
    float v = sd->v;
    float w = 1.0f - u - v;
    sd->N = (u * normals[0] + v * normals[1] + w * normals[2]);
  }
}

CCL_NAMESPACE_END