Files
test/intern/cycles/kernel/svm/tex_coord.h
Brecht Van Lommel e2e7f7ea52 Fix Cycles OptiX crash with 3D curves after point cloud changes
Includes refactoring to reduce the number of bits taken by primitive types,
so they more easily fit in the OptiX limit.
2021-12-20 14:14:43 +01:00

427 lines
12 KiB
C

/*
* 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.
*/
#pragma once
#include "kernel/camera/camera.h"
#include "kernel/geom/geom.h"
#include "kernel/sample/mapping.h"
CCL_NAMESPACE_BEGIN
/* Texture Coordinate Node */
ccl_device_noinline int svm_node_tex_coord(KernelGlobals kg,
ccl_private ShaderData *sd,
uint32_t path_flag,
ccl_private float *stack,
uint4 node,
int offset)
{
float3 data;
uint type = node.y;
uint out_offset = node.z;
switch (type) {
case NODE_TEXCO_OBJECT: {
data = sd->P;
if (node.w == 0) {
if (sd->object != OBJECT_NONE) {
object_inverse_position_transform(kg, sd, &data);
}
}
else {
Transform tfm;
tfm.x = read_node_float(kg, &offset);
tfm.y = read_node_float(kg, &offset);
tfm.z = read_node_float(kg, &offset);
data = transform_point(&tfm, data);
}
break;
}
case NODE_TEXCO_NORMAL: {
data = sd->N;
object_inverse_normal_transform(kg, sd, &data);
break;
}
case NODE_TEXCO_CAMERA: {
Transform tfm = kernel_data.cam.worldtocamera;
if (sd->object != OBJECT_NONE)
data = transform_point(&tfm, sd->P);
else
data = transform_point(&tfm, sd->P + camera_position(kg));
break;
}
case NODE_TEXCO_WINDOW: {
if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
data = camera_world_to_ndc(kg, sd, sd->ray_P);
else
data = camera_world_to_ndc(kg, sd, sd->P);
data.z = 0.0f;
break;
}
case NODE_TEXCO_REFLECTION: {
if (sd->object != OBJECT_NONE)
data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
else
data = sd->I;
break;
}
case NODE_TEXCO_DUPLI_GENERATED: {
data = object_dupli_generated(kg, sd->object);
break;
}
case NODE_TEXCO_DUPLI_UV: {
data = object_dupli_uv(kg, sd->object);
break;
}
case NODE_TEXCO_VOLUME_GENERATED: {
data = sd->P;
#ifdef __VOLUME__
if (sd->object != OBJECT_NONE)
data = volume_normalized_position(kg, sd, data);
#endif
break;
}
}
stack_store_float3(stack, out_offset, data);
return offset;
}
ccl_device_noinline int svm_node_tex_coord_bump_dx(KernelGlobals kg,
ccl_private ShaderData *sd,
uint32_t path_flag,
ccl_private float *stack,
uint4 node,
int offset)
{
#ifdef __RAY_DIFFERENTIALS__
float3 data;
uint type = node.y;
uint out_offset = node.z;
switch (type) {
case NODE_TEXCO_OBJECT: {
data = sd->P + sd->dP.dx;
if (node.w == 0) {
if (sd->object != OBJECT_NONE) {
object_inverse_position_transform(kg, sd, &data);
}
}
else {
Transform tfm;
tfm.x = read_node_float(kg, &offset);
tfm.y = read_node_float(kg, &offset);
tfm.z = read_node_float(kg, &offset);
data = transform_point(&tfm, data);
}
break;
}
case NODE_TEXCO_NORMAL: {
data = sd->N;
object_inverse_normal_transform(kg, sd, &data);
break;
}
case NODE_TEXCO_CAMERA: {
Transform tfm = kernel_data.cam.worldtocamera;
if (sd->object != OBJECT_NONE)
data = transform_point(&tfm, sd->P + sd->dP.dx);
else
data = transform_point(&tfm, sd->P + sd->dP.dx + camera_position(kg));
break;
}
case NODE_TEXCO_WINDOW: {
if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
data = camera_world_to_ndc(kg, sd, sd->ray_P + make_float3(sd->ray_dP, 0.0f, 0.0f));
else
data = camera_world_to_ndc(kg, sd, sd->P + sd->dP.dx);
data.z = 0.0f;
break;
}
case NODE_TEXCO_REFLECTION: {
if (sd->object != OBJECT_NONE)
data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
else
data = sd->I;
break;
}
case NODE_TEXCO_DUPLI_GENERATED: {
data = object_dupli_generated(kg, sd->object);
break;
}
case NODE_TEXCO_DUPLI_UV: {
data = object_dupli_uv(kg, sd->object);
break;
}
case NODE_TEXCO_VOLUME_GENERATED: {
data = sd->P + sd->dP.dx;
# ifdef __VOLUME__
if (sd->object != OBJECT_NONE)
data = volume_normalized_position(kg, sd, data);
# endif
break;
}
}
stack_store_float3(stack, out_offset, data);
return offset;
#else
return svm_node_tex_coord(kg, sd, path_flag, stack, node, offset);
#endif
}
ccl_device_noinline int svm_node_tex_coord_bump_dy(KernelGlobals kg,
ccl_private ShaderData *sd,
uint32_t path_flag,
ccl_private float *stack,
uint4 node,
int offset)
{
#ifdef __RAY_DIFFERENTIALS__
float3 data;
uint type = node.y;
uint out_offset = node.z;
switch (type) {
case NODE_TEXCO_OBJECT: {
data = sd->P + sd->dP.dy;
if (node.w == 0) {
if (sd->object != OBJECT_NONE) {
object_inverse_position_transform(kg, sd, &data);
}
}
else {
Transform tfm;
tfm.x = read_node_float(kg, &offset);
tfm.y = read_node_float(kg, &offset);
tfm.z = read_node_float(kg, &offset);
data = transform_point(&tfm, data);
}
break;
}
case NODE_TEXCO_NORMAL: {
data = sd->N;
object_inverse_normal_transform(kg, sd, &data);
break;
}
case NODE_TEXCO_CAMERA: {
Transform tfm = kernel_data.cam.worldtocamera;
if (sd->object != OBJECT_NONE)
data = transform_point(&tfm, sd->P + sd->dP.dy);
else
data = transform_point(&tfm, sd->P + sd->dP.dy + camera_position(kg));
break;
}
case NODE_TEXCO_WINDOW: {
if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
data = camera_world_to_ndc(kg, sd, sd->ray_P + make_float3(0.0f, sd->ray_dP, 0.0f));
else
data = camera_world_to_ndc(kg, sd, sd->P + sd->dP.dy);
data.z = 0.0f;
break;
}
case NODE_TEXCO_REFLECTION: {
if (sd->object != OBJECT_NONE)
data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
else
data = sd->I;
break;
}
case NODE_TEXCO_DUPLI_GENERATED: {
data = object_dupli_generated(kg, sd->object);
break;
}
case NODE_TEXCO_DUPLI_UV: {
data = object_dupli_uv(kg, sd->object);
break;
}
case NODE_TEXCO_VOLUME_GENERATED: {
data = sd->P + sd->dP.dy;
# ifdef __VOLUME__
if (sd->object != OBJECT_NONE)
data = volume_normalized_position(kg, sd, data);
# endif
break;
}
}
stack_store_float3(stack, out_offset, data);
return offset;
#else
return svm_node_tex_coord(kg, sd, path_flag, stack, node, offset);
#endif
}
ccl_device_noinline void svm_node_normal_map(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint4 node)
{
uint color_offset, strength_offset, normal_offset, space;
svm_unpack_node_uchar4(node.y, &color_offset, &strength_offset, &normal_offset, &space);
float3 color = stack_load_float3(stack, color_offset);
color = 2.0f * make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f);
bool is_backfacing = (sd->flag & SD_BACKFACING) != 0;
float3 N;
if (space == NODE_NORMAL_MAP_TANGENT) {
/* tangent space */
if (sd->object == OBJECT_NONE || (sd->type & PRIMITIVE_TRIANGLE) == 0) {
/* Fallback to unperturbed normal. */
stack_store_float3(stack, normal_offset, sd->N);
return;
}
/* first try to get tangent attribute */
const AttributeDescriptor attr = find_attribute(kg, sd, node.z);
const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
if (attr.offset == ATTR_STD_NOT_FOUND || attr_sign.offset == ATTR_STD_NOT_FOUND) {
/* Fallback to unperturbed normal. */
stack_store_float3(stack, normal_offset, sd->N);
return;
}
/* get _unnormalized_ interpolated normal and tangent */
float3 tangent = primitive_surface_attribute_float3(kg, sd, attr, NULL, NULL);
float sign = primitive_surface_attribute_float(kg, sd, attr_sign, NULL, NULL);
float3 normal;
if (sd->shader & SHADER_SMOOTH_NORMAL) {
normal = triangle_smooth_normal_unnormalized(kg, sd, sd->Ng, sd->prim, sd->u, sd->v);
}
else {
normal = sd->Ng;
/* the normal is already inverted, which is too soon for the math here */
if (is_backfacing) {
normal = -normal;
}
object_inverse_normal_transform(kg, sd, &normal);
}
/* apply normal map */
float3 B = sign * cross(normal, tangent);
N = safe_normalize(color.x * tangent + color.y * B + color.z * normal);
/* transform to world space */
object_normal_transform(kg, sd, &N);
}
else {
/* strange blender convention */
if (space == NODE_NORMAL_MAP_BLENDER_OBJECT || space == NODE_NORMAL_MAP_BLENDER_WORLD) {
color.y = -color.y;
color.z = -color.z;
}
/* object, world space */
N = color;
if (space == NODE_NORMAL_MAP_OBJECT || space == NODE_NORMAL_MAP_BLENDER_OBJECT)
object_normal_transform(kg, sd, &N);
else
N = safe_normalize(N);
}
/* invert normal for backfacing polygons */
if (is_backfacing) {
N = -N;
}
float strength = stack_load_float(stack, strength_offset);
if (strength != 1.0f) {
strength = max(strength, 0.0f);
N = safe_normalize(sd->N + (N - sd->N) * strength);
}
if (is_zero(N)) {
N = sd->N;
}
stack_store_float3(stack, normal_offset, N);
}
ccl_device_noinline void svm_node_tangent(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint4 node)
{
uint tangent_offset, direction_type, axis;
svm_unpack_node_uchar3(node.y, &tangent_offset, &direction_type, &axis);
float3 tangent;
float3 attribute_value;
const AttributeDescriptor desc = find_attribute(kg, sd, node.z);
if (desc.offset != ATTR_STD_NOT_FOUND) {
if (desc.type == NODE_ATTR_FLOAT2) {
float2 value = primitive_surface_attribute_float2(kg, sd, desc, NULL, NULL);
attribute_value.x = value.x;
attribute_value.y = value.y;
attribute_value.z = 0.0f;
}
else {
attribute_value = primitive_surface_attribute_float3(kg, sd, desc, NULL, NULL);
}
}
if (direction_type == NODE_TANGENT_UVMAP) {
/* UV map */
if (desc.offset == ATTR_STD_NOT_FOUND) {
stack_store_float3(stack, tangent_offset, zero_float3());
return;
}
else {
tangent = attribute_value;
}
}
else {
/* radial */
float3 generated;
if (desc.offset == ATTR_STD_NOT_FOUND)
generated = sd->P;
else
generated = attribute_value;
if (axis == NODE_TANGENT_AXIS_X)
tangent = make_float3(0.0f, -(generated.z - 0.5f), (generated.y - 0.5f));
else if (axis == NODE_TANGENT_AXIS_Y)
tangent = make_float3(-(generated.z - 0.5f), 0.0f, (generated.x - 0.5f));
else
tangent = make_float3(-(generated.y - 0.5f), (generated.x - 0.5f), 0.0f);
}
object_normal_transform(kg, sd, &tangent);
tangent = cross(sd->N, normalize(cross(tangent, sd->N)));
stack_store_float3(stack, tangent_offset, tangent);
}
CCL_NAMESPACE_END