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/* SPDX-License-Identifier: BSD-3-Clause
*
* Adapted from Open Shading Language
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2011-2022 Blender Foundation. */
#pragma once
CCL_NAMESPACE_BEGIN
/* Wireframe Node */
ccl_device_inline float wireframe(KernelGlobals kg,
ccl_private ShaderData *sd,
float size,
int pixel_size,
ccl_private float3 *P)
{
#if defined(__HAIR__) || defined(__POINTCLOUD__)
if (sd->prim != PRIM_NONE && sd->type & PRIMITIVE_TRIANGLE)
#else
if (sd->prim != PRIM_NONE)
#endif
{
float3 Co[3];
float pixelwidth = 1.0f;
/* Triangles */
int np = 3;
if (sd->type & PRIMITIVE_MOTION) {
motion_triangle_vertices(kg, sd->object, sd->prim, sd->time, Co);
}
else {
triangle_vertices(kg, sd->prim, Co);
}
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &Co[0]);
object_position_transform(kg, sd, &Co[1]);
object_position_transform(kg, sd, &Co[2]);
}
if (pixel_size) {
// Project the derivatives of P to the viewing plane defined
// by I so we have a measure of how big is a pixel at this point
float pixelwidth_x = len(sd->dP.dx - dot(sd->dP.dx, sd->I) * sd->I);
float pixelwidth_y = len(sd->dP.dy - dot(sd->dP.dy, sd->I) * sd->I);
// Take the average of both axis' length
pixelwidth = (pixelwidth_x + pixelwidth_y) * 0.5f;
}
// Use half the width as the neighbor face will render the
// other half. And take the square for fast comparison
pixelwidth *= 0.5f * size;
pixelwidth *= pixelwidth;
for (int i = 0; i < np; i++) {
int i2 = i ? i - 1 : np - 1;
float3 dir = *P - Co[i];
float3 edge = Co[i] - Co[i2];
float3 crs = cross(edge, dir);
// At this point dot(crs, crs) / dot(edge, edge) is
// the square of area / length(edge) == square of the
// distance to the edge.
if (dot(crs, crs) < (dot(edge, edge) * pixelwidth))
return 1.0f;
}
}
return 0.0f;
}
ccl_device_noinline void svm_node_wireframe(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint4 node)
{
uint in_size = node.y;
uint out_fac = node.z;
uint use_pixel_size, bump_offset;
svm_unpack_node_uchar2(node.w, &use_pixel_size, &bump_offset);
/* Input Data */
float size = stack_load_float(stack, in_size);
int pixel_size = (int)use_pixel_size;
/* Calculate wireframe */
float f = wireframe(kg, sd, size, pixel_size, &sd->P);
/* TODO(sergey): Think of faster way to calculate derivatives. */
if (bump_offset == NODE_BUMP_OFFSET_DX) {
float3 Px = sd->P - sd->dP.dx;
f += (f - wireframe(kg, sd, size, pixel_size, &Px)) / len(sd->dP.dx);
}
else if (bump_offset == NODE_BUMP_OFFSET_DY) {
float3 Py = sd->P - sd->dP.dy;
f += (f - wireframe(kg, sd, size, pixel_size, &Py)) / len(sd->dP.dy);
}
if (stack_valid(out_fac))
stack_store_float(stack, out_fac, f);
}
CCL_NAMESPACE_END
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