Move some logic out of triangle intersection functions and into BVH traversal, so we can share logic between primitives. Ref D12954
358 lines
13 KiB
C
358 lines
13 KiB
C
/*
|
|
* Adapted from code Copyright 2009-2010 NVIDIA Corporation,
|
|
* and code copyright 2009-2012 Intel Corporation
|
|
*
|
|
* Modifications Copyright 2011-2013, Blender Foundation.
|
|
*
|
|
* Licensed under the Apache License, Version 2.0 (the "License");
|
|
* you may not use this file except in compliance with the License.
|
|
* You may obtain a copy of the License at
|
|
*
|
|
* http://www.apache.org/licenses/LICENSE-2.0
|
|
*
|
|
* Unless required by applicable law or agreed to in writing, software
|
|
* distributed under the License is distributed on an "AS IS" BASIS,
|
|
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
* See the License for the specific language governing permissions and
|
|
* limitations under the License.
|
|
*/
|
|
|
|
#if BVH_FEATURE(BVH_HAIR)
|
|
# define NODE_INTERSECT bvh_node_intersect
|
|
#else
|
|
# define NODE_INTERSECT bvh_aligned_node_intersect
|
|
#endif
|
|
|
|
/* This is a template BVH traversal function, where various features can be
|
|
* enabled/disabled. This way we can compile optimized versions for each case
|
|
* without new features slowing things down.
|
|
*
|
|
* BVH_HAIR: hair curve rendering
|
|
* BVH_POINTCLOUD: point cloud rendering
|
|
* BVH_MOTION: motion blur rendering
|
|
*/
|
|
|
|
#ifndef __KERNEL_GPU__
|
|
ccl_device
|
|
#else
|
|
ccl_device_inline
|
|
#endif
|
|
bool BVH_FUNCTION_FULL_NAME(BVH)(KernelGlobals kg,
|
|
ccl_private const Ray *ray,
|
|
IntegratorShadowState state,
|
|
const uint visibility,
|
|
const uint max_hits,
|
|
ccl_private uint *num_recorded_hits,
|
|
ccl_private float *throughput)
|
|
{
|
|
/* todo:
|
|
* - likely and unlikely for if() statements
|
|
* - test restrict attribute for pointers
|
|
*/
|
|
|
|
/* traversal stack in CUDA thread-local memory */
|
|
int traversal_stack[BVH_STACK_SIZE];
|
|
traversal_stack[0] = ENTRYPOINT_SENTINEL;
|
|
|
|
/* traversal variables in registers */
|
|
int stack_ptr = 0;
|
|
int node_addr = kernel_data.bvh.root;
|
|
|
|
/* ray parameters in registers */
|
|
float3 P = ray->P;
|
|
float3 dir = bvh_clamp_direction(ray->D);
|
|
float3 idir = bvh_inverse_direction(dir);
|
|
int object = OBJECT_NONE;
|
|
uint num_hits = 0;
|
|
|
|
#if BVH_FEATURE(BVH_MOTION)
|
|
Transform ob_itfm;
|
|
#endif
|
|
|
|
/* Max distance in world space. May be dynamically reduced when max number of
|
|
* recorded hits is exceeded and we no longer need to find hits beyond the max
|
|
* distance found. */
|
|
float t_max_world = ray->t;
|
|
/* Equal to t_max_world when traversing top level BVH, transformed into local
|
|
* space when entering instances. */
|
|
float t_max_current = t_max_world;
|
|
/* Conversion from world to local space for the current instance if any, 1.0
|
|
* otherwise. */
|
|
float t_world_to_instance = 1.0f;
|
|
|
|
*num_recorded_hits = 0;
|
|
*throughput = 1.0f;
|
|
|
|
/* traversal loop */
|
|
do {
|
|
do {
|
|
/* traverse internal nodes */
|
|
while (node_addr >= 0 && node_addr != ENTRYPOINT_SENTINEL) {
|
|
int node_addr_child1, traverse_mask;
|
|
float dist[2];
|
|
float4 cnodes = kernel_tex_fetch(__bvh_nodes, node_addr + 0);
|
|
|
|
traverse_mask = NODE_INTERSECT(kg,
|
|
P,
|
|
#if BVH_FEATURE(BVH_HAIR)
|
|
dir,
|
|
#endif
|
|
idir,
|
|
t_max_current,
|
|
node_addr,
|
|
visibility,
|
|
dist);
|
|
|
|
node_addr = __float_as_int(cnodes.z);
|
|
node_addr_child1 = __float_as_int(cnodes.w);
|
|
|
|
if (traverse_mask == 3) {
|
|
/* Both children were intersected, push the farther one. */
|
|
bool is_closest_child1 = (dist[1] < dist[0]);
|
|
if (is_closest_child1) {
|
|
int tmp = node_addr;
|
|
node_addr = node_addr_child1;
|
|
node_addr_child1 = tmp;
|
|
}
|
|
|
|
++stack_ptr;
|
|
kernel_assert(stack_ptr < BVH_STACK_SIZE);
|
|
traversal_stack[stack_ptr] = node_addr_child1;
|
|
}
|
|
else {
|
|
/* One child was intersected. */
|
|
if (traverse_mask == 2) {
|
|
node_addr = node_addr_child1;
|
|
}
|
|
else if (traverse_mask == 0) {
|
|
/* Neither child was intersected. */
|
|
node_addr = traversal_stack[stack_ptr];
|
|
--stack_ptr;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* if node is leaf, fetch triangle list */
|
|
if (node_addr < 0) {
|
|
float4 leaf = kernel_tex_fetch(__bvh_leaf_nodes, (-node_addr - 1));
|
|
int prim_addr = __float_as_int(leaf.x);
|
|
|
|
if (prim_addr >= 0) {
|
|
const int prim_addr2 = __float_as_int(leaf.y);
|
|
const uint type = __float_as_int(leaf.w);
|
|
|
|
/* pop */
|
|
node_addr = traversal_stack[stack_ptr];
|
|
--stack_ptr;
|
|
|
|
/* primitive intersection */
|
|
for (; prim_addr < prim_addr2; prim_addr++) {
|
|
kernel_assert((kernel_tex_fetch(__prim_type, prim_addr) & PRIMITIVE_ALL) ==
|
|
(type & PRIMITIVE_ALL));
|
|
bool hit;
|
|
|
|
/* todo: specialized intersect functions which don't fill in
|
|
* isect unless needed and check SD_HAS_TRANSPARENT_SHADOW?
|
|
* might give a few % performance improvement */
|
|
Intersection isect ccl_optional_struct_init;
|
|
|
|
const int prim_object = (object == OBJECT_NONE) ?
|
|
kernel_tex_fetch(__prim_object, prim_addr) :
|
|
object;
|
|
const int prim = kernel_tex_fetch(__prim_index, prim_addr);
|
|
|
|
switch (type & PRIMITIVE_ALL) {
|
|
case PRIMITIVE_TRIANGLE: {
|
|
hit = triangle_intersect(
|
|
kg, &isect, P, dir, t_max_current, visibility, prim_object, prim, prim_addr);
|
|
break;
|
|
}
|
|
#if BVH_FEATURE(BVH_MOTION)
|
|
case PRIMITIVE_MOTION_TRIANGLE: {
|
|
hit = motion_triangle_intersect(kg,
|
|
&isect,
|
|
P,
|
|
dir,
|
|
t_max_current,
|
|
ray->time,
|
|
visibility,
|
|
prim_object,
|
|
prim,
|
|
prim_addr);
|
|
break;
|
|
}
|
|
#endif
|
|
#if BVH_FEATURE(BVH_HAIR)
|
|
case PRIMITIVE_CURVE_THICK:
|
|
case PRIMITIVE_MOTION_CURVE_THICK:
|
|
case PRIMITIVE_CURVE_RIBBON:
|
|
case PRIMITIVE_MOTION_CURVE_RIBBON: {
|
|
if ((type & PRIMITIVE_MOTION) && kernel_data.bvh.use_bvh_steps) {
|
|
const float2 prim_time = kernel_tex_fetch(__prim_time, prim_addr);
|
|
if (ray->time < prim_time.x || ray->time > prim_time.y) {
|
|
hit = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
const int curve_type = kernel_tex_fetch(__prim_type, prim_addr);
|
|
hit = curve_intersect(
|
|
kg, &isect, P, dir, t_max_current, prim_object, prim, ray->time, curve_type);
|
|
|
|
break;
|
|
}
|
|
#endif
|
|
#if BVH_FEATURE(BVH_POINTCLOUD)
|
|
case PRIMITIVE_POINT:
|
|
case PRIMITIVE_MOTION_POINT: {
|
|
if ((type & PRIMITIVE_MOTION) && kernel_data.bvh.use_bvh_steps) {
|
|
const float2 prim_time = kernel_tex_fetch(__prim_time, prim_addr);
|
|
if (ray->time < prim_time.x || ray->time > prim_time.y) {
|
|
hit = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
const int point_type = kernel_tex_fetch(__prim_type, prim_addr);
|
|
hit = point_intersect(
|
|
kg, &isect, P, dir, t_max_current, prim_object, prim, ray->time, point_type);
|
|
break;
|
|
}
|
|
#endif /* BVH_FEATURE(BVH_POINTCLOUD) */
|
|
default: {
|
|
hit = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
/* shadow ray early termination */
|
|
if (hit) {
|
|
/* Convert intersection distance to world space. */
|
|
isect.t /= t_world_to_instance;
|
|
|
|
/* detect if this surface has a shader with transparent shadows */
|
|
/* todo: optimize so primitive visibility flag indicates if
|
|
* the primitive has a transparent shadow shader? */
|
|
const int flags = intersection_get_shader_flags(kg, isect.prim, isect.type);
|
|
|
|
if (!(flags & SD_HAS_TRANSPARENT_SHADOW) || num_hits >= max_hits) {
|
|
/* If no transparent shadows, all light is blocked and we can
|
|
* stop immediately. */
|
|
return true;
|
|
}
|
|
|
|
num_hits++;
|
|
|
|
bool record_intersection = true;
|
|
|
|
/* Always use baked shadow transparency for curves. */
|
|
if (isect.type & PRIMITIVE_CURVE) {
|
|
*throughput *= intersection_curve_shadow_transparency(
|
|
kg, isect.object, isect.prim, isect.u);
|
|
|
|
if (*throughput < CURVE_SHADOW_TRANSPARENCY_CUTOFF) {
|
|
return true;
|
|
}
|
|
else {
|
|
record_intersection = false;
|
|
}
|
|
}
|
|
|
|
if (record_intersection) {
|
|
/* Increase the number of hits, possibly beyond max_hits, we will
|
|
* simply not record those and only keep the max_hits closest. */
|
|
uint record_index = (*num_recorded_hits)++;
|
|
|
|
const uint max_record_hits = min(max_hits, INTEGRATOR_SHADOW_ISECT_SIZE);
|
|
if (record_index >= max_record_hits - 1) {
|
|
/* If maximum number of hits reached, find the intersection with
|
|
* the largest distance to potentially replace when another hit
|
|
* is found. */
|
|
const int num_recorded_hits = min(max_record_hits, record_index);
|
|
float max_recorded_t = INTEGRATOR_STATE_ARRAY(state, shadow_isect, 0, t);
|
|
int max_recorded_hit = 0;
|
|
|
|
for (int i = 1; i < num_recorded_hits; i++) {
|
|
const float isect_t = INTEGRATOR_STATE_ARRAY(state, shadow_isect, i, t);
|
|
if (isect_t > max_recorded_t) {
|
|
max_recorded_t = isect_t;
|
|
max_recorded_hit = i;
|
|
}
|
|
}
|
|
|
|
if (record_index >= max_record_hits) {
|
|
record_index = max_recorded_hit;
|
|
}
|
|
|
|
/* Limit the ray distance and stop counting hits beyond this. */
|
|
t_max_world = max(max_recorded_t, isect.t);
|
|
t_max_current = t_max_world * t_world_to_instance;
|
|
}
|
|
|
|
integrator_state_write_shadow_isect(state, &isect, record_index);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
/* instance push */
|
|
object = kernel_tex_fetch(__prim_object, -prim_addr - 1);
|
|
|
|
#if BVH_FEATURE(BVH_MOTION)
|
|
t_world_to_instance = bvh_instance_motion_push(
|
|
kg, object, ray, &P, &dir, &idir, &ob_itfm);
|
|
#else
|
|
t_world_to_instance = bvh_instance_push(kg, object, ray, &P, &dir, &idir);
|
|
#endif
|
|
|
|
/* Convert intersection to object space. */
|
|
t_max_current *= t_world_to_instance;
|
|
|
|
++stack_ptr;
|
|
kernel_assert(stack_ptr < BVH_STACK_SIZE);
|
|
traversal_stack[stack_ptr] = ENTRYPOINT_SENTINEL;
|
|
|
|
node_addr = kernel_tex_fetch(__object_node, object);
|
|
}
|
|
}
|
|
} while (node_addr != ENTRYPOINT_SENTINEL);
|
|
|
|
if (stack_ptr >= 0) {
|
|
kernel_assert(object != OBJECT_NONE);
|
|
|
|
/* Instance pop. */
|
|
#if BVH_FEATURE(BVH_MOTION)
|
|
bvh_instance_motion_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX, &ob_itfm);
|
|
#else
|
|
bvh_instance_pop(kg, object, ray, &P, &dir, &idir, FLT_MAX);
|
|
#endif
|
|
|
|
/* Restore world space ray length. */
|
|
t_max_current = t_max_world;
|
|
|
|
object = OBJECT_NONE;
|
|
t_world_to_instance = 1.0f;
|
|
node_addr = traversal_stack[stack_ptr];
|
|
--stack_ptr;
|
|
}
|
|
} while (node_addr != ENTRYPOINT_SENTINEL);
|
|
|
|
return false;
|
|
}
|
|
|
|
ccl_device_inline bool BVH_FUNCTION_NAME(KernelGlobals kg,
|
|
ccl_private const Ray *ray,
|
|
IntegratorShadowState state,
|
|
const uint visibility,
|
|
const uint max_hits,
|
|
ccl_private uint *num_recorded_hits,
|
|
ccl_private float *throughput)
|
|
{
|
|
return BVH_FUNCTION_FULL_NAME(BVH)(
|
|
kg, ray, state, visibility, max_hits, num_recorded_hits, throughput);
|
|
}
|
|
|
|
#undef BVH_FUNCTION_NAME
|
|
#undef BVH_FUNCTION_FEATURES
|
|
#undef NODE_INTERSECT
|