This is not a complete list of all the unused parameters in kernel, but those I touch often, so I am more confident that it's safe to delete them.
66 lines
2.0 KiB
C
66 lines
2.0 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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/* Motion Triangle Primitive
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*
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* These are stored as regular triangles, plus extra positions and normals at
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* times other than the frame center. Computing the triangle vertex positions
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* or normals at a given ray time is a matter of interpolation of the two steps
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* between which the ray time lies.
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*
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* The extra positions and normals are stored as ATTR_STD_MOTION_VERTEX_POSITION
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* and ATTR_STD_MOTION_VERTEX_NORMAL mesh attributes.
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*/
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Setup of motion triangle specific parts of ShaderData, moved into this one
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* function to more easily share computation of interpolated positions and
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* normals */
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/* return 3 triangle vertex normals */
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ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals kg, ccl_private ShaderData *sd)
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{
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/* Get shader. */
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sd->shader = kernel_data_fetch(tri_shader, sd->prim);
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/* Compute motion info. */
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int numsteps, step;
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float t;
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uint3 tri_vindex;
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motion_triangle_compute_info(
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kg, sd->object, sd->time, sd->prim, &tri_vindex, &numsteps, &step, &t);
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float3 verts[3];
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const int numverts = kernel_data_fetch(objects, sd->object).numverts;
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motion_triangle_vertices(kg, sd->object, tri_vindex, numsteps, numverts, step, t, verts);
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/* Compute refined position. */
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sd->P = motion_triangle_point_from_uv(kg, sd, sd->u, sd->v, verts);
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/* Compute face normal. */
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float3 Ng;
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if (object_negative_scale_applied(sd->object_flag)) {
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Ng = normalize(cross(verts[2] - verts[0], verts[1] - verts[0]));
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}
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else {
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Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
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}
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sd->Ng = Ng;
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sd->N = Ng;
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/* Compute derivatives of P w.r.t. uv. */
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#ifdef __DPDU__
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sd->dPdu = (verts[1] - verts[0]);
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sd->dPdv = (verts[2] - verts[0]);
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#endif
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/* Compute smooth normal. */
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if (sd->shader & SHADER_SMOOTH_NORMAL) {
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sd->N = motion_triangle_smooth_normal(
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kg, Ng, sd->object, tri_vindex, numsteps, step, t, sd->u, sd->v);
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}
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}
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CCL_NAMESPACE_END
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