123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312 |
- /*
- * 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.
- */
- /* 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.
- */
- CCL_NAMESPACE_BEGIN
- /* Refine triangle intersection to more precise hit point. For rays that travel
- * far the precision is often not so good, this reintersects the primitive from
- * a closer distance.
- */
- ccl_device_inline float3 motion_triangle_refine(
- KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3])
- {
- float3 P = ray->P;
- float3 D = ray->D;
- float t = isect->t;
- #ifdef __INTERSECTION_REFINE__
- if (isect->object != OBJECT_NONE) {
- if (UNLIKELY(t == 0.0f)) {
- return P;
- }
- # ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_itfm;
- # else
- Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
- # endif
- P = transform_point(&tfm, P);
- D = transform_direction(&tfm, D * t);
- D = normalize_len(D, &t);
- }
- P = P + D * t;
- /* Compute refined intersection distance. */
- const float3 e1 = verts[0] - verts[2];
- const float3 e2 = verts[1] - verts[2];
- const float3 s1 = cross(D, e2);
- const float invdivisor = 1.0f / dot(s1, e1);
- const float3 d = P - verts[2];
- const float3 s2 = cross(d, e1);
- float rt = dot(e2, s2) * invdivisor;
- /* Compute refined position. */
- P = P + D * rt;
- if (isect->object != OBJECT_NONE) {
- # ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_tfm;
- # else
- Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
- # endif
- P = transform_point(&tfm, P);
- }
- return P;
- #else
- return P + D * t;
- #endif
- }
- /* Same as above, except that isect->t is assumed to be in object space
- * for instancing.
- */
- #ifdef __BVH_LOCAL__
- # if defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86))
- ccl_device_noinline
- # else
- ccl_device_inline
- # endif
- float3
- motion_triangle_refine_local(KernelGlobals *kg,
- ShaderData *sd,
- const Intersection *isect,
- const Ray *ray,
- float3 verts[3])
- {
- float3 P = ray->P;
- float3 D = ray->D;
- float t = isect->t;
- # ifdef __INTERSECTION_REFINE__
- if (isect->object != OBJECT_NONE) {
- # ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_itfm;
- # else
- Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
- # endif
- P = transform_point(&tfm, P);
- D = transform_direction(&tfm, D);
- D = normalize(D);
- }
- P = P + D * t;
- /* compute refined intersection distance */
- const float3 e1 = verts[0] - verts[2];
- const float3 e2 = verts[1] - verts[2];
- const float3 s1 = cross(D, e2);
- const float invdivisor = 1.0f / dot(s1, e1);
- const float3 d = P - verts[2];
- const float3 s2 = cross(d, e1);
- float rt = dot(e2, s2) * invdivisor;
- P = P + D * rt;
- if (isect->object != OBJECT_NONE) {
- # ifdef __OBJECT_MOTION__
- Transform tfm = sd->ob_tfm;
- # else
- Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
- # endif
- P = transform_point(&tfm, P);
- }
- return P;
- # else /* __INTERSECTION_REFINE__ */
- return P + D * t;
- # endif /* __INTERSECTION_REFINE__ */
- }
- #endif /* __BVH_LOCAL__ */
- /* Ray intersection. We simply compute the vertex positions at the given ray
- * time and do a ray intersection with the resulting triangle.
- */
- ccl_device_inline bool motion_triangle_intersect(KernelGlobals *kg,
- Intersection *isect,
- float3 P,
- float3 dir,
- float time,
- uint visibility,
- int object,
- int prim_addr)
- {
- /* Primitive index for vertex location lookup. */
- int prim = kernel_tex_fetch(__prim_index, prim_addr);
- int fobject = (object == OBJECT_NONE) ? kernel_tex_fetch(__prim_object, prim_addr) : object;
- /* Get vertex locations for intersection. */
- float3 verts[3];
- motion_triangle_vertices(kg, fobject, prim, time, verts);
- /* Ray-triangle intersection, unoptimized. */
- float t, u, v;
- if (ray_triangle_intersect(P,
- dir,
- isect->t,
- #if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- (ssef *)verts,
- #else
- verts[0],
- verts[1],
- verts[2],
- #endif
- &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_tex_fetch(__prim_visibility, prim_addr) & visibility)
- #endif
- {
- isect->t = t;
- isect->u = u;
- isect->v = v;
- isect->prim = prim_addr;
- isect->object = object;
- isect->type = PRIMITIVE_MOTION_TRIANGLE;
- return true;
- }
- }
- return false;
- }
- /* Special ray intersection routines for local intersections. 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 motion_triangle_intersect_local(KernelGlobals *kg,
- LocalIntersection *local_isect,
- float3 P,
- float3 dir,
- float time,
- int object,
- int local_object,
- int prim_addr,
- float tmax,
- uint *lcg_state,
- int max_hits)
- {
- /* Only intersect with matching object, for instanced objects we
- * already know we are only intersecting the right object. */
- if (object == OBJECT_NONE) {
- if (kernel_tex_fetch(__prim_object, prim_addr) != local_object) {
- return false;
- }
- }
- /* Primitive index for vertex location lookup. */
- int prim = kernel_tex_fetch(__prim_index, prim_addr);
- /* Get vertex locations for intersection. */
- float3 verts[3];
- motion_triangle_vertices(kg, local_object, prim, time, verts);
- /* Ray-triangle intersection, unoptimized. */
- float t, u, v;
- if (!ray_triangle_intersect(P,
- dir,
- tmax,
- # if defined(__KERNEL_SSE2__) && defined(__KERNEL_SSE__)
- (ssef *)verts,
- # else
- verts[0],
- verts[1],
- verts[2],
- # endif
- &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. */
- Intersection *isect = &local_isect->hits[hit];
- isect->t = t;
- isect->u = u;
- isect->v = v;
- isect->prim = prim_addr;
- isect->object = object;
- isect->type = PRIMITIVE_MOTION_TRIANGLE;
- /* Record geometric normal. */
- local_isect->Ng[hit] = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
- return false;
- }
- #endif /* __BVH_LOCAL__ */
- CCL_NAMESPACE_END
|