Files
test/intern/cycles/kernel/svm/wireframe.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

130 lines
4.7 KiB
C

/*
* Adapted from Open Shading Language with this license:
*
* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
* All Rights Reserved.
*
* Modifications Copyright 2013, Blender Foundation.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of Sony Pictures Imageworks nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
CCL_NAMESPACE_BEGIN
/* Wireframe Node */
ccl_device_inline float wireframe(KernelGlobals kg,
ccl_private ShaderData *sd,
float size,
int pixel_size,
ccl_private float3 *P)
{
#if defined(__HAIR__) || defined(__POINTCLOUD__)
if (sd->prim != PRIM_NONE && sd->type & PRIMITIVE_TRIANGLE)
#else
if (sd->prim != PRIM_NONE)
#endif
{
float3 Co[3];
float pixelwidth = 1.0f;
/* Triangles */
int np = 3;
if (sd->type & PRIMITIVE_MOTION) {
motion_triangle_vertices(kg, sd->object, sd->prim, sd->time, Co);
}
else {
triangle_vertices(kg, sd->prim, Co);
}
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &Co[0]);
object_position_transform(kg, sd, &Co[1]);
object_position_transform(kg, sd, &Co[2]);
}
if (pixel_size) {
// Project the derivatives of P to the viewing plane defined
// by I so we have a measure of how big is a pixel at this point
float pixelwidth_x = len(sd->dP.dx - dot(sd->dP.dx, sd->I) * sd->I);
float pixelwidth_y = len(sd->dP.dy - dot(sd->dP.dy, sd->I) * sd->I);
// Take the average of both axis' length
pixelwidth = (pixelwidth_x + pixelwidth_y) * 0.5f;
}
// Use half the width as the neighbor face will render the
// other half. And take the square for fast comparison
pixelwidth *= 0.5f * size;
pixelwidth *= pixelwidth;
for (int i = 0; i < np; i++) {
int i2 = i ? i - 1 : np - 1;
float3 dir = *P - Co[i];
float3 edge = Co[i] - Co[i2];
float3 crs = cross(edge, dir);
// At this point dot(crs, crs) / dot(edge, edge) is
// the square of area / length(edge) == square of the
// distance to the edge.
if (dot(crs, crs) < (dot(edge, edge) * pixelwidth))
return 1.0f;
}
}
return 0.0f;
}
ccl_device_noinline void svm_node_wireframe(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
uint4 node)
{
uint in_size = node.y;
uint out_fac = node.z;
uint use_pixel_size, bump_offset;
svm_unpack_node_uchar2(node.w, &use_pixel_size, &bump_offset);
/* Input Data */
float size = stack_load_float(stack, in_size);
int pixel_size = (int)use_pixel_size;
/* Calculate wireframe */
float f = wireframe(kg, sd, size, pixel_size, &sd->P);
/* TODO(sergey): Think of faster way to calculate derivatives. */
if (bump_offset == NODE_BUMP_OFFSET_DX) {
float3 Px = sd->P - sd->dP.dx;
f += (f - wireframe(kg, sd, size, pixel_size, &Px)) / len(sd->dP.dx);
}
else if (bump_offset == NODE_BUMP_OFFSET_DY) {
float3 Py = sd->P - sd->dP.dy;
f += (f - wireframe(kg, sd, size, pixel_size, &Py)) / len(sd->dP.dy);
}
if (stack_valid(out_fac))
stack_store_float(stack, out_fac, f);
}
CCL_NAMESPACE_END