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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.
- */
- /* 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
- /* 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, ShaderData *sd, const Intersection *isect, const Ray *ray, bool is_local)
- {
- /* Get shader. */
- sd->shader = kernel_tex_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. */
- AttributeElement elem;
- int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_POSITION, &elem);
- kernel_assert(offset != ATTR_STD_NOT_FOUND);
- /* Fetch vertex coordinates. */
- float3 verts[3], next_verts[3];
- uint4 tri_vindex = kernel_tex_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. */
- #ifdef __BVH_LOCAL__
- if (is_local) {
- sd->P = motion_triangle_refine_local(kg, sd, isect, ray, verts);
- }
- else
- #endif /* __BVH_LOCAL__*/
- {
- sd->P = motion_triangle_refine(kg, sd, isect, ray, 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. */
- AttributeElement elem;
- int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_NORMAL, &elem);
- 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
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