When rendering in the viewport (or probably on instanced objects, but I didn't test that), emissive objects whose scale is negative give the wrong value on the "backfacing" input when multiple sampling is enabled. The underlying problem was a corner case in how normal transformation is handled, which is generally a bit messy. From what I can tell, the pattern appears to be: - If you first transform vertices to world space and then compute the normal from them (as triangle light samping, MNEE and light tree do), you need to flip whenever the transform has negative scale regardless of whether the transform has been applied - If you compute the normal in object space and then transform it to world space (as the regular shader_setup_from_ray path does), you only need to flip if the transform was already applied and was negative - If you get the normal from a local intersection result (as bevel and SSS do), you only need to flip if the transform was already applied and was negative - If you get the normal from vertex normals, you don't need to do anything since the host-side code does the flip for you (arguably it'd be more consistent to do this in the kernel as well, but meh, not worth the potential slowdown) So, this patch fixes the logic in the triangle emission code. Also, turns out that the MNEE code had the same problem and was also having problems in the viewport on negative-scale objects, this is also fixed now. Differential Revision: https://developer.blender.org/D16952
358 lines
13 KiB
C
358 lines
13 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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/* Triangle Primitive
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*
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* Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
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* ray intersection we use a precomputed triangle storage to accelerate
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* intersection at the cost of more memory usage */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* Normal on triangle. */
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ccl_device_inline float3 triangle_normal(KernelGlobals kg, ccl_private ShaderData *sd)
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{
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
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const float3 v0 = kernel_data_fetch(tri_verts, tri_vindex.w + 0);
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const float3 v1 = kernel_data_fetch(tri_verts, tri_vindex.w + 1);
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const float3 v2 = kernel_data_fetch(tri_verts, tri_vindex.w + 2);
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/* return normal */
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if (object_negative_scale_applied(sd->object_flag)) {
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return normalize(cross(v2 - v0, v1 - v0));
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}
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else {
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return normalize(cross(v1 - v0, v2 - v0));
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}
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}
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/* Point and normal on triangle. */
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ccl_device_inline void triangle_point_normal(KernelGlobals kg,
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int object,
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int prim,
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float u,
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float v,
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ccl_private float3 *P,
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ccl_private float3 *Ng,
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ccl_private int *shader)
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{
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, prim);
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float3 v0 = kernel_data_fetch(tri_verts, tri_vindex.w + 0);
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float3 v1 = kernel_data_fetch(tri_verts, tri_vindex.w + 1);
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float3 v2 = kernel_data_fetch(tri_verts, tri_vindex.w + 2);
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/* compute point */
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float w = 1.0f - u - v;
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*P = (w * v0 + u * v1 + v * v2);
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/* get object flags */
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int object_flag = kernel_data_fetch(object_flag, object);
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/* compute normal */
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if (object_negative_scale_applied(object_flag)) {
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*Ng = normalize(cross(v2 - v0, v1 - v0));
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}
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else {
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*Ng = normalize(cross(v1 - v0, v2 - v0));
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}
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/* shader`*/
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*shader = kernel_data_fetch(tri_shader, prim);
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}
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/* Triangle vertex locations */
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ccl_device_inline void triangle_vertices(KernelGlobals kg, int prim, float3 P[3])
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{
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, prim);
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P[0] = kernel_data_fetch(tri_verts, tri_vindex.w + 0);
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P[1] = kernel_data_fetch(tri_verts, tri_vindex.w + 1);
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P[2] = kernel_data_fetch(tri_verts, tri_vindex.w + 2);
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}
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/* Triangle vertex locations and vertex normals */
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ccl_device_inline void triangle_vertices_and_normals(KernelGlobals kg,
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int prim,
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float3 P[3],
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float3 N[3])
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{
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, prim);
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P[0] = kernel_data_fetch(tri_verts, tri_vindex.w + 0);
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P[1] = kernel_data_fetch(tri_verts, tri_vindex.w + 1);
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P[2] = kernel_data_fetch(tri_verts, tri_vindex.w + 2);
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N[0] = kernel_data_fetch(tri_vnormal, tri_vindex.x);
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N[1] = kernel_data_fetch(tri_vnormal, tri_vindex.y);
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N[2] = kernel_data_fetch(tri_vnormal, tri_vindex.z);
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}
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/* Interpolate smooth vertex normal from vertices */
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ccl_device_inline float3
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triangle_smooth_normal(KernelGlobals kg, float3 Ng, int prim, float u, float v)
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{
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, prim);
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float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
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float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
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float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
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float3 N = safe_normalize((1.0f - u - v) * n0 + u * n1 + v * n2);
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return is_zero(N) ? Ng : N;
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}
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ccl_device_inline float3 triangle_smooth_normal_unnormalized(
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KernelGlobals kg, ccl_private const ShaderData *sd, float3 Ng, int prim, float u, float v)
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{
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/* load triangle vertices */
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, prim);
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float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
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float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
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float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
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/* ensure that the normals are in object space */
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if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
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object_inverse_normal_transform(kg, sd, &n0);
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object_inverse_normal_transform(kg, sd, &n1);
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object_inverse_normal_transform(kg, sd, &n2);
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}
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float3 N = (1.0f - u - v) * n0 + u * n1 + v * n2;
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return is_zero(N) ? Ng : N;
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}
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/* Ray differentials on triangle */
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ccl_device_inline void triangle_dPdudv(KernelGlobals kg,
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int prim,
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ccl_private float3 *dPdu,
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ccl_private float3 *dPdv)
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{
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/* fetch triangle vertex coordinates */
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, prim);
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const float3 p0 = kernel_data_fetch(tri_verts, tri_vindex.w + 0);
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const float3 p1 = kernel_data_fetch(tri_verts, tri_vindex.w + 1);
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const float3 p2 = kernel_data_fetch(tri_verts, tri_vindex.w + 2);
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/* compute derivatives of P w.r.t. uv */
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*dPdu = (p1 - p0);
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*dPdv = (p2 - p0);
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}
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/* Reading attributes on various triangle elements */
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ccl_device float triangle_attribute_float(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float *dx,
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ccl_private float *dy)
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{
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
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float f0, f1, f2;
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
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f0 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.x);
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f1 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.y);
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f2 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.z);
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}
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else {
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const int tri = desc.offset + sd->prim * 3;
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f0 = kernel_data_fetch(attributes_float, tri + 0);
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f1 = kernel_data_fetch(attributes_float, tri + 1);
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f2 = kernel_data_fetch(attributes_float, tri + 2);
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}
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
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if (dy)
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*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
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#endif
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return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
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}
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else {
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = 0.0f;
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if (dy)
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*dy = 0.0f;
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#endif
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if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
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const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
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desc.offset;
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return kernel_data_fetch(attributes_float, offset);
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}
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else {
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return 0.0f;
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}
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}
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}
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ccl_device float2 triangle_attribute_float2(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float2 *dx,
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ccl_private float2 *dy)
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{
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
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float2 f0, f1, f2;
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
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f0 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.x);
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f1 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.y);
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f2 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.z);
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}
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else {
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const int tri = desc.offset + sd->prim * 3;
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f0 = kernel_data_fetch(attributes_float2, tri + 0);
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f1 = kernel_data_fetch(attributes_float2, tri + 1);
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f2 = kernel_data_fetch(attributes_float2, tri + 2);
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}
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
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if (dy)
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*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
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#endif
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return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
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}
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else {
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = make_float2(0.0f, 0.0f);
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if (dy)
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*dy = make_float2(0.0f, 0.0f);
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#endif
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if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
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const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
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desc.offset;
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return kernel_data_fetch(attributes_float2, offset);
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}
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else {
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return make_float2(0.0f, 0.0f);
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}
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}
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}
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ccl_device float3 triangle_attribute_float3(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float3 *dx,
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ccl_private float3 *dy)
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{
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
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float3 f0, f1, f2;
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
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f0 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.x);
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f1 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.y);
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f2 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.z);
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}
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else {
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const int tri = desc.offset + sd->prim * 3;
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f0 = kernel_data_fetch(attributes_float3, tri + 0);
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f1 = kernel_data_fetch(attributes_float3, tri + 1);
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f2 = kernel_data_fetch(attributes_float3, tri + 2);
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}
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
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if (dy)
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*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
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#endif
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return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
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}
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else {
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = make_float3(0.0f, 0.0f, 0.0f);
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if (dy)
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*dy = make_float3(0.0f, 0.0f, 0.0f);
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#endif
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if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
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const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
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desc.offset;
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return kernel_data_fetch(attributes_float3, offset);
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}
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else {
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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}
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}
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ccl_device float4 triangle_attribute_float4(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float4 *dx,
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ccl_private float4 *dy)
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{
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER |
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ATTR_ELEMENT_CORNER_BYTE)) {
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float4 f0, f1, f2;
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if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
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const uint4 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
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f0 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.x);
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f1 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.y);
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f2 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.z);
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}
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else {
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const int tri = desc.offset + sd->prim * 3;
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if (desc.element == ATTR_ELEMENT_CORNER) {
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f0 = kernel_data_fetch(attributes_float4, tri + 0);
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f1 = kernel_data_fetch(attributes_float4, tri + 1);
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f2 = kernel_data_fetch(attributes_float4, tri + 2);
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}
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else {
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f0 = color_srgb_to_linear_v4(
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color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 0)));
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f1 = color_srgb_to_linear_v4(
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color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 1)));
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f2 = color_srgb_to_linear_v4(
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color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 2)));
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}
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}
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * f1 + sd->dv.dx * f2 - (sd->du.dx + sd->dv.dx) * f0;
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if (dy)
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*dy = sd->du.dy * f1 + sd->dv.dy * f2 - (sd->du.dy + sd->dv.dy) * f0;
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#endif
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return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
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}
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else {
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = zero_float4();
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if (dy)
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*dy = zero_float4();
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#endif
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if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
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const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim :
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desc.offset;
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return kernel_data_fetch(attributes_float4, offset);
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}
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else {
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return zero_float4();
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}
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}
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}
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CCL_NAMESPACE_END
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