Fix T49140: Noise and jitter present at some areas when using ambient oclusion in Blender internal renderer
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@@ -138,6 +138,68 @@ MALWAYS_INLINE int vlr_check_bake(Isect *is, ObjectInstanceRen *obi, VlakRen *UN
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/* Ray Triangle/Quad Intersection */
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static bool isect_ray_tri_watertight_no_sign_check_v3(
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const float ray_origin[3], const struct IsectRayPrecalc *isect_precalc,
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const float v0[3], const float v1[3], const float v2[3],
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float *r_lambda, float r_uv[2])
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{
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const int kx = isect_precalc->kx;
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const int ky = isect_precalc->ky;
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const int kz = isect_precalc->kz;
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const float sx = isect_precalc->sx;
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const float sy = isect_precalc->sy;
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const float sz = isect_precalc->sz;
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/* Calculate vertices relative to ray origin. */
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const float a[3] = {v0[0] - ray_origin[0], v0[1] - ray_origin[1], v0[2] - ray_origin[2]};
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const float b[3] = {v1[0] - ray_origin[0], v1[1] - ray_origin[1], v1[2] - ray_origin[2]};
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const float c[3] = {v2[0] - ray_origin[0], v2[1] - ray_origin[1], v2[2] - ray_origin[2]};
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const float a_kx = a[kx], a_ky = a[ky], a_kz = a[kz];
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const float b_kx = b[kx], b_ky = b[ky], b_kz = b[kz];
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const float c_kx = c[kx], c_ky = c[ky], c_kz = c[kz];
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/* Perform shear and scale of vertices. */
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const float ax = a_kx - sx * a_kz;
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const float ay = a_ky - sy * a_kz;
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const float bx = b_kx - sx * b_kz;
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const float by = b_ky - sy * b_kz;
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const float cx = c_kx - sx * c_kz;
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const float cy = c_ky - sy * c_kz;
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/* Calculate scaled barycentric coordinates. */
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const float u = cx * by - cy * bx;
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const float v = ax * cy - ay * cx;
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const float w = bx * ay - by * ax;
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float det;
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if ((u < 0.0f || v < 0.0f || w < 0.0f) &&
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(u > 0.0f || v > 0.0f || w > 0.0f))
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{
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return false;
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}
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/* Calculate determinant. */
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det = u + v + w;
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if (UNLIKELY(det == 0.0f)) {
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return false;
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}
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else {
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/* Calculate scaled z-coordinates of vertices and use them to calculate
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* the hit distance.
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*/
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const float t = (u * a_kz + v * b_kz + w * c_kz) * sz;
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/* Normalize u, v and t. */
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const float inv_det = 1.0f / det;
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if (r_uv) {
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r_uv[0] = u * inv_det;
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r_uv[1] = v * inv_det;
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}
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*r_lambda = t * inv_det;
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return true;
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}
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}
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MALWAYS_INLINE int isec_tri_quad(float start[3], const struct IsectRayPrecalc *isect_precalc, RayFace *face, float r_uv[2], float *lambda)
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{
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float uv[2], l;
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@@ -181,13 +243,13 @@ MALWAYS_INLINE int isec_tri_quad_neighbour(float start[3], float dir[3], RayFace
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isect_ray_tri_watertight_v3_precalc(&isect_precalc, r);
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if (isect_ray_tri_watertight_v3(start, &isect_precalc, face->v1, face->v2, face->v3, &l, uv)) {
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if (isect_ray_tri_watertight_no_sign_check_v3(start, &isect_precalc, face->v1, face->v2, face->v3, &l, uv)) {
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return 1;
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}
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/* intersect second triangle in quad */
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if (RE_rayface_isQuad(face)) {
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if (isect_ray_tri_watertight_v3(start, &isect_precalc, face->v1, face->v3, face->v4, &l, uv)) {
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if (isect_ray_tri_watertight_no_sign_check_v3(start, &isect_precalc, face->v1, face->v3, face->v4, &l, uv)) {
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return 2;
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}
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}
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