Files
test/intern/cycles/kernel/geom/triangle.h
Weizhen Huang f4e4f19af2 Cleanup: Cycles: improve comments and variable names of bump-related functions
- Rename dx/dy -> dfdx/dfdy to match the actual computed quantity
- Add template functions to compute dfdx/dfdy on triangles for sharing
  among different data types
- Add documentation to some functions
- Some code shuffling that makes it easier to scale dfdx/dfdy in the
  future
- Some other trivial changes
2025-02-05 13:39:27 +01:00

409 lines
15 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
/* Triangle Primitive
*
* Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
* ray intersection we use a precomputed triangle storage to accelerate
* intersection at the cost of more memory usage */
#pragma once
#include "kernel/globals.h"
#include "kernel/geom/object.h"
#include "util/color.h"
CCL_NAMESPACE_BEGIN
/* Normal on triangle. */
ccl_device_inline float3 triangle_normal(KernelGlobals kg, ccl_private ShaderData *sd)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
const float3 v0 = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 v1 = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 v2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* return normal */
if (object_negative_scale_applied(sd->object_flag)) {
return normalize(cross(v2 - v0, v1 - v0));
}
return normalize(cross(v1 - v0, v2 - v0));
}
/* Point and normal on triangle. */
ccl_device_inline void triangle_point_normal(KernelGlobals kg,
const int object,
const int prim,
const float u,
const float v,
ccl_private float3 *P,
ccl_private float3 *Ng,
ccl_private int *shader)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 v0 = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 v1 = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 v2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* compute point */
const float w = 1.0f - u - v;
*P = (w * v0 + u * v1 + v * v2);
/* get object flags */
const int object_flag = kernel_data_fetch(object_flag, object);
/* compute normal */
if (object_negative_scale_applied(object_flag)) {
*Ng = normalize(cross(v2 - v0, v1 - v0));
}
else {
*Ng = normalize(cross(v1 - v0, v2 - v0));
}
/* shader`*/
*shader = kernel_data_fetch(tri_shader, prim);
}
/* Triangle vertex locations */
ccl_device_inline void triangle_vertices(KernelGlobals kg, const int prim, float3 P[3])
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
P[0] = kernel_data_fetch(tri_verts, tri_vindex.x);
P[1] = kernel_data_fetch(tri_verts, tri_vindex.y);
P[2] = kernel_data_fetch(tri_verts, tri_vindex.z);
}
/* Triangle vertex locations and vertex normals */
ccl_device_inline void triangle_vertices_and_normals(KernelGlobals kg,
const int prim,
float3 P[3],
float3 N[3])
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
P[0] = kernel_data_fetch(tri_verts, tri_vindex.x);
P[1] = kernel_data_fetch(tri_verts, tri_vindex.y);
P[2] = kernel_data_fetch(tri_verts, tri_vindex.z);
N[0] = kernel_data_fetch(tri_vnormal, tri_vindex.x);
N[1] = kernel_data_fetch(tri_vnormal, tri_vindex.y);
N[2] = kernel_data_fetch(tri_vnormal, tri_vindex.z);
}
/* Interpolate smooth vertex normal from vertices */
ccl_device_inline float3
triangle_smooth_normal(KernelGlobals kg, const float3 Ng, const int prim, const float u, float v)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
const float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
const float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
const float3 N = safe_normalize((1.0f - u - v) * n0 + u * n1 + v * n2);
return is_zero(N) ? Ng : N;
}
ccl_device_inline float3 triangle_smooth_normal_unnormalized(KernelGlobals kg,
const ccl_private ShaderData *sd,
const float3 Ng,
const int prim,
const float u,
float v)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
/* ensure that the normals are in object space */
if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
object_inverse_normal_transform(kg, sd, &n0);
object_inverse_normal_transform(kg, sd, &n1);
object_inverse_normal_transform(kg, sd, &n2);
}
const float3 N = (1.0f - u - v) * n0 + u * n1 + v * n2;
return is_zero(N) ? Ng : N;
}
/* Ray differentials on triangle */
ccl_device_inline void triangle_dPdudv(KernelGlobals kg,
const int prim,
ccl_private float3 *dPdu,
ccl_private float3 *dPdv)
{
/* fetch triangle vertex coordinates */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 p0 = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 p1 = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 p2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* compute derivatives of P w.r.t. uv */
*dPdu = (p1 - p0);
*dPdv = (p2 - p0);
}
/* Partial derivative of f w.r.t. x, namely ∂f/∂x.
* f is a function of barycentric coordinates u, v, given by
* f(u, v) = f1 * u + f2 * v + f0 * (1 - u - v),
* the derivatives are
* ∂f/∂u = (f1 - f0), ∂f/∂v = (f2 - f0).
* The partial derivative in x is
* ∂f/∂x = ∂f/∂u * ∂u/∂x + ∂f/∂v * ∂v/∂x
* = (f1 - f0) * du.dx + (f2 - f0) * dv.dx. */
template<typename T>
ccl_device_inline T triangle_attribute_dfdx(const ccl_private differential &du,
const ccl_private differential &dv,
const ccl_private T &f0,
const ccl_private T &f1,
const ccl_private T &f2)
{
return du.dx * f1 + dv.dx * f2 - (du.dx + dv.dx) * f0;
}
/* Partial derivative of f w.r.t. in x, namely ∂f/∂y, similarly computed as ∂f/∂x above. */
template<typename T>
ccl_device_inline T triangle_attribute_dfdy(const ccl_private differential &du,
const ccl_private differential &dv,
const ccl_private T &f0,
const ccl_private T &f1,
const ccl_private T &f2)
{
return du.dy * f1 + dv.dy * f2 - (du.dy + dv.dy) * f0;
}
/* Read attributes on various triangle elements, and compute the partial derivatives if requested.
*/
ccl_device float triangle_attribute_float(KernelGlobals kg,
const ccl_private ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float *dfdx,
ccl_private float *dfdy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
float f0;
float f1;
float f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
f0 = kernel_data_fetch(attributes_float, tri + 0);
f1 = kernel_data_fetch(attributes_float, tri + 1);
f2 = kernel_data_fetch(attributes_float, tri + 2);
}
#ifdef __RAY_DIFFERENTIALS__
if (dfdx) {
*dfdx = triangle_attribute_dfdx(sd->du, sd->dv, f0, f1, f2);
}
if (dfdy) {
*dfdy = triangle_attribute_dfdy(sd->du, sd->dv, f0, f1, f2);
}
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
#ifdef __RAY_DIFFERENTIALS__
if (dfdx) {
*dfdx = 0.0f;
}
if (dfdy) {
*dfdy = 0.0f;
}
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : desc.offset;
return kernel_data_fetch(attributes_float, offset);
}
return 0.0f;
}
ccl_device float2 triangle_attribute_float2(KernelGlobals kg,
const ccl_private ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float2 *dfdx,
ccl_private float2 *dfdy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
float2 f0;
float2 f1;
float2 f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float2, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
f0 = kernel_data_fetch(attributes_float2, tri + 0);
f1 = kernel_data_fetch(attributes_float2, tri + 1);
f2 = kernel_data_fetch(attributes_float2, tri + 2);
}
#ifdef __RAY_DIFFERENTIALS__
if (dfdx) {
*dfdx = triangle_attribute_dfdx(sd->du, sd->dv, f0, f1, f2);
}
if (dfdy) {
*dfdy = triangle_attribute_dfdy(sd->du, sd->dv, f0, f1, f2);
}
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
#ifdef __RAY_DIFFERENTIALS__
if (dfdx) {
*dfdx = zero_float2();
}
if (dfdy) {
*dfdy = zero_float2();
}
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : desc.offset;
return kernel_data_fetch(attributes_float2, offset);
}
return zero_float2();
}
ccl_device float3 triangle_attribute_float3(KernelGlobals kg,
const ccl_private ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float3 *dfdx,
ccl_private float3 *dfdy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER)) {
float3 f0;
float3 f1;
float3 f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float3, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
f0 = kernel_data_fetch(attributes_float3, tri + 0);
f1 = kernel_data_fetch(attributes_float3, tri + 1);
f2 = kernel_data_fetch(attributes_float3, tri + 2);
}
#ifdef __RAY_DIFFERENTIALS__
if (dfdx) {
*dfdx = triangle_attribute_dfdx(sd->du, sd->dv, f0, f1, f2);
}
if (dfdy) {
*dfdy = triangle_attribute_dfdy(sd->du, sd->dv, f0, f1, f2);
}
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
#ifdef __RAY_DIFFERENTIALS__
if (dfdx) {
*dfdx = zero_float3();
}
if (dfdy) {
*dfdy = zero_float3();
}
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : desc.offset;
return kernel_data_fetch(attributes_float3, offset);
}
return zero_float3();
}
ccl_device float4 triangle_attribute_float4(KernelGlobals kg,
const ccl_private ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float4 *dfdx,
ccl_private float4 *dfdy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER |
ATTR_ELEMENT_CORNER_BYTE))
{
float4 f0;
float4 f1;
float4 f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.x);
f1 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.y);
f2 = kernel_data_fetch(attributes_float4, desc.offset + tri_vindex.z);
}
else {
const int tri = desc.offset + sd->prim * 3;
if (desc.element == ATTR_ELEMENT_CORNER) {
f0 = kernel_data_fetch(attributes_float4, tri + 0);
f1 = kernel_data_fetch(attributes_float4, tri + 1);
f2 = kernel_data_fetch(attributes_float4, tri + 2);
}
else {
f0 = color_srgb_to_linear_v4(
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 0)));
f1 = color_srgb_to_linear_v4(
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 1)));
f2 = color_srgb_to_linear_v4(
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, tri + 2)));
}
}
#ifdef __RAY_DIFFERENTIALS__
if (dfdx) {
*dfdx = triangle_attribute_dfdx(sd->du, sd->dv, f0, f1, f2);
}
if (dfdy) {
*dfdy = triangle_attribute_dfdy(sd->du, sd->dv, f0, f1, f2);
}
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
#ifdef __RAY_DIFFERENTIALS__
if (dfdx) {
*dfdx = zero_float4();
}
if (dfdy) {
*dfdy = zero_float4();
}
#endif
if (desc.element & (ATTR_ELEMENT_FACE | ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
const int offset = (desc.element == ATTR_ELEMENT_FACE) ? desc.offset + sd->prim : desc.offset;
return kernel_data_fetch(attributes_float4, offset);
}
return zero_float4();
}
CCL_NAMESPACE_END