Was causing calculation issues later on in the kernel. This change catches the most obvious case: missing attribute. The old code was trying to set tangent to 0, but because it was transformed as a normal it got converted to non-finite value. This change makes it so that no transform is involved and 0 is written directly to the SVM stack. To cover all cases it will require using safe_normalize() in this node and in the normal transform function. This is more involved change from performance point of view, would be nice to verify whether we really want to go this route. I've left asserts in the BSDF allocation functions. Don't have strong connection to them, but think they are handy and are not different from having an assert in the path radiance checks. Differential Revision: https://developer.blender.org/D11235
404 lines
11 KiB
C
404 lines
11 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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CCL_NAMESPACE_BEGIN
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/* Texture Coordinate Node */
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ccl_device void svm_node_tex_coord(
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KernelGlobals *kg, ShaderData *sd, int path_flag, float *stack, uint4 node, int *offset)
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{
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float3 data;
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uint type = node.y;
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uint out_offset = node.z;
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switch (type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P;
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if (node.w == 0) {
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if (sd->object != OBJECT_NONE) {
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object_inverse_position_transform(kg, sd, &data);
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}
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}
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else {
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Transform tfm;
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tfm.x = read_node_float(kg, offset);
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tfm.y = read_node_float(kg, offset);
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tfm.z = read_node_float(kg, offset);
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data = transform_point(&tfm, data);
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}
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if (sd->object != OBJECT_NONE)
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data = transform_point(&tfm, sd->P);
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else
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data = transform_point(&tfm, sd->P + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
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kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P);
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else
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data = camera_world_to_ndc(kg, sd, sd->P);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if (sd->object != OBJECT_NONE)
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data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P;
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#ifdef __VOLUME__
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if (sd->object != OBJECT_NONE)
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data = volume_normalized_position(kg, sd, data);
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#endif
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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}
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ccl_device void svm_node_tex_coord_bump_dx(
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KernelGlobals *kg, ShaderData *sd, int path_flag, float *stack, uint4 node, int *offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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uint type = node.y;
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uint out_offset = node.z;
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switch (type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P + sd->dP.dx;
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if (node.w == 0) {
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if (sd->object != OBJECT_NONE) {
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object_inverse_position_transform(kg, sd, &data);
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}
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}
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else {
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Transform tfm;
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tfm.x = read_node_float(kg, offset);
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tfm.y = read_node_float(kg, offset);
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tfm.z = read_node_float(kg, offset);
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data = transform_point(&tfm, data);
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}
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if (sd->object != OBJECT_NONE)
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data = transform_point(&tfm, sd->P + sd->dP.dx);
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else
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data = transform_point(&tfm, sd->P + sd->dP.dx + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
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kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P + sd->ray_dP.dx);
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else
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data = camera_world_to_ndc(kg, sd, sd->P + sd->dP.dx);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if (sd->object != OBJECT_NONE)
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data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P + sd->dP.dx;
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# ifdef __VOLUME__
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if (sd->object != OBJECT_NONE)
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data = volume_normalized_position(kg, sd, data);
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# endif
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_tex_coord(kg, sd, path_flag, stack, node, offset);
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#endif
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}
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ccl_device void svm_node_tex_coord_bump_dy(
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KernelGlobals *kg, ShaderData *sd, int path_flag, float *stack, uint4 node, int *offset)
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{
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#ifdef __RAY_DIFFERENTIALS__
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float3 data;
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uint type = node.y;
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uint out_offset = node.z;
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switch (type) {
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case NODE_TEXCO_OBJECT: {
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data = sd->P + sd->dP.dy;
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if (node.w == 0) {
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if (sd->object != OBJECT_NONE) {
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object_inverse_position_transform(kg, sd, &data);
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}
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}
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else {
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Transform tfm;
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tfm.x = read_node_float(kg, offset);
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tfm.y = read_node_float(kg, offset);
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tfm.z = read_node_float(kg, offset);
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data = transform_point(&tfm, data);
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}
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break;
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}
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case NODE_TEXCO_NORMAL: {
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data = sd->N;
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object_inverse_normal_transform(kg, sd, &data);
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break;
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}
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case NODE_TEXCO_CAMERA: {
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Transform tfm = kernel_data.cam.worldtocamera;
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if (sd->object != OBJECT_NONE)
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data = transform_point(&tfm, sd->P + sd->dP.dy);
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else
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data = transform_point(&tfm, sd->P + sd->dP.dy + camera_position(kg));
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break;
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}
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case NODE_TEXCO_WINDOW: {
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if ((path_flag & PATH_RAY_CAMERA) && sd->object == OBJECT_NONE &&
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kernel_data.cam.type == CAMERA_ORTHOGRAPHIC)
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data = camera_world_to_ndc(kg, sd, sd->ray_P + sd->ray_dP.dy);
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else
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data = camera_world_to_ndc(kg, sd, sd->P + sd->dP.dy);
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data.z = 0.0f;
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break;
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}
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case NODE_TEXCO_REFLECTION: {
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if (sd->object != OBJECT_NONE)
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data = 2.0f * dot(sd->N, sd->I) * sd->N - sd->I;
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else
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data = sd->I;
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break;
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}
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case NODE_TEXCO_DUPLI_GENERATED: {
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data = object_dupli_generated(kg, sd->object);
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break;
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}
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case NODE_TEXCO_DUPLI_UV: {
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data = object_dupli_uv(kg, sd->object);
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break;
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}
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case NODE_TEXCO_VOLUME_GENERATED: {
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data = sd->P + sd->dP.dy;
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# ifdef __VOLUME__
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if (sd->object != OBJECT_NONE)
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data = volume_normalized_position(kg, sd, data);
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# endif
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break;
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}
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}
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stack_store_float3(stack, out_offset, data);
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#else
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svm_node_tex_coord(kg, sd, path_flag, stack, node, offset);
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#endif
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}
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ccl_device void svm_node_normal_map(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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uint color_offset, strength_offset, normal_offset, space;
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svm_unpack_node_uchar4(node.y, &color_offset, &strength_offset, &normal_offset, &space);
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float3 color = stack_load_float3(stack, color_offset);
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color = 2.0f * make_float3(color.x - 0.5f, color.y - 0.5f, color.z - 0.5f);
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bool is_backfacing = (sd->flag & SD_BACKFACING) != 0;
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float3 N;
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if (space == NODE_NORMAL_MAP_TANGENT) {
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/* tangent space */
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if (sd->object == OBJECT_NONE) {
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/* Fallback to unperturbed normal. */
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stack_store_float3(stack, normal_offset, sd->N);
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return;
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}
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/* first try to get tangent attribute */
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const AttributeDescriptor attr = find_attribute(kg, sd, node.z);
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const AttributeDescriptor attr_sign = find_attribute(kg, sd, node.w);
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const AttributeDescriptor attr_normal = find_attribute(kg, sd, ATTR_STD_VERTEX_NORMAL);
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if (attr.offset == ATTR_STD_NOT_FOUND || attr_sign.offset == ATTR_STD_NOT_FOUND ||
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attr_normal.offset == ATTR_STD_NOT_FOUND) {
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/* Fallback to unperturbed normal. */
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stack_store_float3(stack, normal_offset, sd->N);
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return;
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}
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/* get _unnormalized_ interpolated normal and tangent */
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float3 tangent = primitive_surface_attribute_float3(kg, sd, attr, NULL, NULL);
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float sign = primitive_surface_attribute_float(kg, sd, attr_sign, NULL, NULL);
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float3 normal;
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if (sd->shader & SHADER_SMOOTH_NORMAL) {
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normal = primitive_surface_attribute_float3(kg, sd, attr_normal, NULL, NULL);
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}
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else {
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normal = sd->Ng;
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/* the normal is already inverted, which is too soon for the math here */
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if (is_backfacing) {
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normal = -normal;
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}
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object_inverse_normal_transform(kg, sd, &normal);
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}
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/* apply normal map */
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float3 B = sign * cross(normal, tangent);
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N = safe_normalize(color.x * tangent + color.y * B + color.z * normal);
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/* transform to world space */
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object_normal_transform(kg, sd, &N);
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}
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else {
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/* strange blender convention */
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if (space == NODE_NORMAL_MAP_BLENDER_OBJECT || space == NODE_NORMAL_MAP_BLENDER_WORLD) {
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color.y = -color.y;
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color.z = -color.z;
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}
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/* object, world space */
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N = color;
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if (space == NODE_NORMAL_MAP_OBJECT || space == NODE_NORMAL_MAP_BLENDER_OBJECT)
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object_normal_transform(kg, sd, &N);
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else
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N = safe_normalize(N);
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}
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/* invert normal for backfacing polygons */
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if (is_backfacing) {
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N = -N;
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}
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float strength = stack_load_float(stack, strength_offset);
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if (strength != 1.0f) {
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strength = max(strength, 0.0f);
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N = safe_normalize(sd->N + (N - sd->N) * strength);
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}
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N = ensure_valid_reflection(sd->Ng, sd->I, N);
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if (is_zero(N)) {
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N = sd->N;
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}
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stack_store_float3(stack, normal_offset, N);
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}
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ccl_device void svm_node_tangent(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
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{
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uint tangent_offset, direction_type, axis;
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svm_unpack_node_uchar3(node.y, &tangent_offset, &direction_type, &axis);
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float3 tangent;
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float3 attribute_value;
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const AttributeDescriptor desc = find_attribute(kg, sd, node.z);
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if (desc.offset != ATTR_STD_NOT_FOUND) {
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if (desc.type == NODE_ATTR_FLOAT2) {
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float2 value = primitive_surface_attribute_float2(kg, sd, desc, NULL, NULL);
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attribute_value.x = value.x;
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attribute_value.y = value.y;
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attribute_value.z = 0.0f;
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}
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else {
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attribute_value = primitive_surface_attribute_float3(kg, sd, desc, NULL, NULL);
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}
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}
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if (direction_type == NODE_TANGENT_UVMAP) {
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/* UV map */
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if (desc.offset == ATTR_STD_NOT_FOUND) {
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stack_store_float3(stack, tangent_offset, zero_float3());
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return;
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}
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else {
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tangent = attribute_value;
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}
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}
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else {
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/* radial */
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float3 generated;
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if (desc.offset == ATTR_STD_NOT_FOUND)
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generated = sd->P;
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else
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generated = attribute_value;
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if (axis == NODE_TANGENT_AXIS_X)
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tangent = make_float3(0.0f, -(generated.z - 0.5f), (generated.y - 0.5f));
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else if (axis == NODE_TANGENT_AXIS_Y)
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tangent = make_float3(-(generated.z - 0.5f), 0.0f, (generated.x - 0.5f));
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else
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tangent = make_float3(-(generated.y - 0.5f), (generated.x - 0.5f), 0.0f);
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}
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object_normal_transform(kg, sd, &tangent);
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tangent = cross(sd->N, normalize(cross(tangent, sd->N)));
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stack_store_float3(stack, tangent_offset, tangent);
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}
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CCL_NAMESPACE_END
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