Files
test/intern/cycles/kernel/svm/wireframe.h
Weizhen Huang 543bf28fb1 Refactor: renamed I -> wi, omega_in -> wo in Cycles
wi is the viewing direction, and wo is the illumination direction. Under this notation, BSDF sampling always samples from wi and outputs wo, which is consistent with most of the papers and mitsuba. This order is reversed compared with PBRT, although PBRT also traces from the camera.
2023-01-17 18:07:13 +01:00

108 lines
3.3 KiB
C

/* 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,
const differential3 dP,
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(dP.dx - dot(dP.dx, sd->wi) * sd->wi);
float pixelwidth_y = len(dP.dy - dot(dP.dy, sd->wi) * sd->wi);
// 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 */
const differential3 dP = differential_from_compact(sd->Ng, sd->dP);
float f = wireframe(kg, sd, dP, 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 - dP.dx;
f += (f - wireframe(kg, sd, dP, size, pixel_size, &Px)) / len(dP.dx);
}
else if (bump_offset == NODE_BUMP_OFFSET_DY) {
float3 Py = sd->P - dP.dy;
f += (f - wireframe(kg, sd, dP, size, pixel_size, &Py)) / len(dP.dy);
}
if (stack_valid(out_fac))
stack_store_float(stack, out_fac, f);
}
CCL_NAMESPACE_END