Files
test/intern/cycles/kernel/geom/motion_triangle_shader.h
Weizhen Huang 418acfe8bb Cleanup: remove unused function parameters
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.
2024-04-17 18:49:00 +02:00

66 lines
2.0 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
/* 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.
*/
#pragma once
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, ccl_private ShaderData *sd)
{
/* Get shader. */
sd->shader = kernel_data_fetch(tri_shader, sd->prim);
/* Compute motion info. */
int numsteps, step;
float t;
uint3 tri_vindex;
motion_triangle_compute_info(
kg, sd->object, sd->time, sd->prim, &tri_vindex, &numsteps, &step, &t);
float3 verts[3];
const int numverts = kernel_data_fetch(objects, sd->object).numverts;
motion_triangle_vertices(kg, sd->object, tri_vindex, numsteps, numverts, step, t, verts);
/* Compute refined position. */
sd->P = motion_triangle_point_from_uv(kg, sd, sd->u, sd->v, verts);
/* Compute face normal. */
float3 Ng;
if (object_negative_scale_applied(sd->object_flag)) {
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[1] - verts[0]);
sd->dPdv = (verts[2] - verts[0]);
#endif
/* Compute smooth normal. */
if (sd->shader & SHADER_SMOOTH_NORMAL) {
sd->N = motion_triangle_smooth_normal(
kg, Ng, sd->object, tri_vindex, numsteps, step, t, sd->u, sd->v);
}
}
CCL_NAMESPACE_END