And add back the compiler flag that hid them. Pull Request: https://projects.blender.org/blender/blender/pulls/139497
148 lines
5.3 KiB
C
148 lines
5.3 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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#include "kernel/globals.h"
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#include "kernel/types.h"
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#include "kernel/geom/geom_intersect.h"
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#include "kernel/geom/motion_triangle.h"
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#include "kernel/geom/object.h"
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#include "util/math_intersect.h"
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CCL_NAMESPACE_BEGIN
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/**
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* Use the barycentric coordinates to get the intersection location
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*/
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ccl_device_inline float3 motion_triangle_point_from_uv(KernelGlobals kg,
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ccl_private ShaderData *sd,
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const float u,
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const float v,
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const float3 verts[3])
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{
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/* This appears to give slightly better precision than interpolating with w = (1 - u - v). */
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float3 P = verts[0] + u * (verts[1] - verts[0]) + v * (verts[2] - verts[0]);
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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const Transform tfm = object_get_transform(kg, sd);
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P = transform_point(&tfm, P);
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}
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return P;
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}
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/* Ray intersection. We simply compute the vertex positions at the given ray
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* time and do a ray intersection with the resulting triangle.
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*/
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ccl_device_inline bool motion_triangle_intersect(KernelGlobals kg,
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ccl_private Intersection *isect,
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const float3 P,
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const float3 dir,
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const float tmin,
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const float tmax,
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const float time,
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const uint visibility,
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const int object,
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const int prim,
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const int prim_addr)
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{
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/* Get vertex locations for intersection. */
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float3 verts[3];
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motion_triangle_vertices(kg, object, prim, time, verts);
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/* Ray-triangle intersection, unoptimized. */
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float t;
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float u;
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float v;
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if (ray_triangle_intersect(P, dir, tmin, tmax, verts[0], verts[1], verts[2], &u, &v, &t)) {
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#ifdef __VISIBILITY_FLAG__
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/* Visibility flag test. we do it here under the assumption
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* that most triangles are culled by node flags.
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*/
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if (kernel_data_fetch(prim_visibility, prim_addr) & visibility)
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#endif
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{
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isect->t = t;
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isect->u = u;
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isect->v = v;
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isect->prim = prim;
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isect->object = object;
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isect->type = PRIMITIVE_MOTION_TRIANGLE;
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return true;
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}
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}
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return false;
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}
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/* Special ray intersection routines for local intersections. In that case we
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* only want to intersect with primitives in the same object, and if case of
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* multiple hits we pick a single random primitive as the intersection point.
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* Returns whether traversal should be stopped.
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*/
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#ifdef __BVH_LOCAL__
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ccl_device_inline bool motion_triangle_intersect_local(KernelGlobals kg,
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ccl_private LocalIntersection *local_isect,
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const float3 P,
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const float3 dir,
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const float time,
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const int object,
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const int prim,
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const float tmin,
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const float tmax,
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ccl_private uint *lcg_state,
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const int max_hits)
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{
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/* Get vertex locations for intersection. */
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float3 verts[3];
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motion_triangle_vertices(kg, object, prim, time, verts);
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/* Ray-triangle intersection, unoptimized. */
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float t;
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float u;
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float v;
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if (!ray_triangle_intersect(P, dir, tmin, tmax, verts[0], verts[1], verts[2], &u, &v, &t)) {
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return false;
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}
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/* If no actual hit information is requested, just return here. */
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if (max_hits == 0) {
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return true;
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}
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const int hit_index = local_intersect_get_record_index(local_isect, t, lcg_state, max_hits);
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if (hit_index == -1) {
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return false;
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}
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/* Record intersection. */
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ccl_private Intersection *isect = &local_isect->hits[hit_index];
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isect->t = t;
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isect->u = u;
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isect->v = v;
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isect->prim = prim;
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isect->object = object;
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isect->type = PRIMITIVE_MOTION_TRIANGLE;
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/* Record geometric normal. */
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local_isect->Ng[hit_index] = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
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return false;
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}
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#endif /* __BVH_LOCAL__ */
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CCL_NAMESPACE_END
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