Files
test/intern/cycles/kernel/geom/motion_triangle_intersect.h
Brecht Van Lommel 0e7a696819 Cleanup: Unused arguments in Cycles kernel
And add back the compiler flag that hid them.

Pull Request: https://projects.blender.org/blender/blender/pulls/139497
2025-05-27 21:30:45 +02:00

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