Files
test/intern/cycles/kernel/geom/geom_object.h
Brecht Van Lommel 0803119725 Cycles: merge of cycles-x branch, a major update to the renderer
This includes much improved GPU rendering performance, viewport interactivity,
new shadow catcher, revamped sampling settings, subsurface scattering anisotropy,
new GPU volume sampling, improved PMJ sampling pattern, and more.

Some features have also been removed or changed, breaking backwards compatibility.
Including the removal of the OpenCL backend, for which alternatives are under
development.

Release notes and code docs:
https://wiki.blender.org/wiki/Reference/Release_Notes/3.0/Cycles
https://wiki.blender.org/wiki/Source/Render/Cycles

Credits:
* Sergey Sharybin
* Brecht Van Lommel
* Patrick Mours (OptiX backend)
* Christophe Hery (subsurface scattering anisotropy)
* William Leeson (PMJ sampling pattern)
* Alaska (various fixes and tweaks)
* Thomas Dinges (various fixes)

For the full commit history, see the cycles-x branch. This squashes together
all the changes since intermediate changes would often fail building or tests.

Ref T87839, T87837, T87836
Fixes T90734, T89353, T80267, T80267, T77185, T69800
2021-09-21 14:55:54 +02:00

595 lines
18 KiB
C

/*
* 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.
*/
/* Object Primitive
*
* All mesh and curve primitives are part of an object. The same mesh and curves
* may be instanced multiple times by different objects.
*
* If the mesh is not instanced multiple times, the object will not be explicitly
* stored as a primitive in the BVH, rather the bare triangles are curved are
* directly primitives in the BVH with world space locations applied, and the object
* ID is looked up afterwards. */
#pragma once
CCL_NAMESPACE_BEGIN
/* Object attributes, for now a fixed size and contents */
enum ObjectTransform {
OBJECT_TRANSFORM = 0,
OBJECT_INVERSE_TRANSFORM = 1,
};
enum ObjectVectorTransform { OBJECT_PASS_MOTION_PRE = 0, OBJECT_PASS_MOTION_POST = 1 };
/* Object to world space transformation */
ccl_device_inline Transform object_fetch_transform(const KernelGlobals *kg,
int object,
enum ObjectTransform type)
{
if (type == OBJECT_INVERSE_TRANSFORM) {
return kernel_tex_fetch(__objects, object).itfm;
}
else {
return kernel_tex_fetch(__objects, object).tfm;
}
}
/* Lamp to world space transformation */
ccl_device_inline Transform lamp_fetch_transform(const KernelGlobals *kg, int lamp, bool inverse)
{
if (inverse) {
return kernel_tex_fetch(__lights, lamp).itfm;
}
else {
return kernel_tex_fetch(__lights, lamp).tfm;
}
}
/* Object to world space transformation for motion vectors */
ccl_device_inline Transform object_fetch_motion_pass_transform(const KernelGlobals *kg,
int object,
enum ObjectVectorTransform type)
{
int offset = object * OBJECT_MOTION_PASS_SIZE + (int)type;
return kernel_tex_fetch(__object_motion_pass, offset);
}
/* Motion blurred object transformations */
#ifdef __OBJECT_MOTION__
ccl_device_inline Transform object_fetch_transform_motion(const KernelGlobals *kg,
int object,
float time)
{
const uint motion_offset = kernel_tex_fetch(__objects, object).motion_offset;
const ccl_global DecomposedTransform *motion = &kernel_tex_fetch(__object_motion, motion_offset);
const uint num_steps = kernel_tex_fetch(__objects, object).numsteps * 2 + 1;
Transform tfm;
transform_motion_array_interpolate(&tfm, motion, num_steps, time);
return tfm;
}
ccl_device_inline Transform object_fetch_transform_motion_test(const KernelGlobals *kg,
int object,
float time,
Transform *itfm)
{
int object_flag = kernel_tex_fetch(__object_flag, object);
if (object_flag & SD_OBJECT_MOTION) {
/* if we do motion blur */
Transform tfm = object_fetch_transform_motion(kg, object, time);
if (itfm)
*itfm = transform_quick_inverse(tfm);
return tfm;
}
else {
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
if (itfm)
*itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
return tfm;
}
}
#endif
/* Get transform matrix for shading point. */
ccl_device_inline Transform object_get_transform(const KernelGlobals *kg, const ShaderData *sd)
{
#ifdef __OBJECT_MOTION__
return (sd->object_flag & SD_OBJECT_MOTION) ?
sd->ob_tfm_motion :
object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
#else
return object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
#endif
}
ccl_device_inline Transform object_get_inverse_transform(const KernelGlobals *kg,
const ShaderData *sd)
{
#ifdef __OBJECT_MOTION__
return (sd->object_flag & SD_OBJECT_MOTION) ?
sd->ob_itfm_motion :
object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
#else
return object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
#endif
}
/* Transform position from object to world space */
ccl_device_inline void object_position_transform(const KernelGlobals *kg,
const ShaderData *sd,
float3 *P)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
*P = transform_point_auto(&sd->ob_tfm_motion, *P);
return;
}
#endif
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*P = transform_point(&tfm, *P);
}
/* Transform position from world to object space */
ccl_device_inline void object_inverse_position_transform(const KernelGlobals *kg,
const ShaderData *sd,
float3 *P)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
*P = transform_point_auto(&sd->ob_itfm_motion, *P);
return;
}
#endif
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, *P);
}
/* Transform normal from world to object space */
ccl_device_inline void object_inverse_normal_transform(const KernelGlobals *kg,
const ShaderData *sd,
float3 *N)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
if ((sd->object != OBJECT_NONE) || (sd->type == PRIMITIVE_LAMP)) {
*N = normalize(transform_direction_transposed_auto(&sd->ob_tfm_motion, *N));
}
return;
}
#endif
if (sd->object != OBJECT_NONE) {
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
}
else if (sd->type == PRIMITIVE_LAMP) {
Transform tfm = lamp_fetch_transform(kg, sd->lamp, false);
*N = normalize(transform_direction_transposed(&tfm, *N));
}
}
/* Transform normal from object to world space */
ccl_device_inline void object_normal_transform(const KernelGlobals *kg,
const ShaderData *sd,
float3 *N)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
*N = normalize(transform_direction_transposed_auto(&sd->ob_itfm_motion, *N));
return;
}
#endif
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
}
/* Transform direction vector from object to world space */
ccl_device_inline void object_dir_transform(const KernelGlobals *kg,
const ShaderData *sd,
float3 *D)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
*D = transform_direction_auto(&sd->ob_tfm_motion, *D);
return;
}
#endif
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*D = transform_direction(&tfm, *D);
}
/* Transform direction vector from world to object space */
ccl_device_inline void object_inverse_dir_transform(const KernelGlobals *kg,
const ShaderData *sd,
float3 *D)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
*D = transform_direction_auto(&sd->ob_itfm_motion, *D);
return;
}
#endif
const Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*D = transform_direction(&tfm, *D);
}
/* Object center position */
ccl_device_inline float3 object_location(const KernelGlobals *kg, const ShaderData *sd)
{
if (sd->object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
return make_float3(sd->ob_tfm_motion.x.w, sd->ob_tfm_motion.y.w, sd->ob_tfm_motion.z.w);
}
#endif
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
}
/* Color of the object */
ccl_device_inline float3 object_color(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
const ccl_global KernelObject *kobject = &kernel_tex_fetch(__objects, object);
return make_float3(kobject->color[0], kobject->color[1], kobject->color[2]);
}
/* Pass ID number of object */
ccl_device_inline float object_pass_id(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE)
return 0.0f;
return kernel_tex_fetch(__objects, object).pass_id;
}
/* Per lamp random number for shader variation */
ccl_device_inline float lamp_random_number(const KernelGlobals *kg, int lamp)
{
if (lamp == LAMP_NONE)
return 0.0f;
return kernel_tex_fetch(__lights, lamp).random;
}
/* Per object random number for shader variation */
ccl_device_inline float object_random_number(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE)
return 0.0f;
return kernel_tex_fetch(__objects, object).random_number;
}
/* Particle ID from which this object was generated */
ccl_device_inline int object_particle_id(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE)
return 0;
return kernel_tex_fetch(__objects, object).particle_index;
}
/* Generated texture coordinate on surface from where object was instanced */
ccl_device_inline float3 object_dupli_generated(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
const ccl_global KernelObject *kobject = &kernel_tex_fetch(__objects, object);
return make_float3(
kobject->dupli_generated[0], kobject->dupli_generated[1], kobject->dupli_generated[2]);
}
/* UV texture coordinate on surface from where object was instanced */
ccl_device_inline float3 object_dupli_uv(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
const ccl_global KernelObject *kobject = &kernel_tex_fetch(__objects, object);
return make_float3(kobject->dupli_uv[0], kobject->dupli_uv[1], 0.0f);
}
/* Information about mesh for motion blurred triangles and curves */
ccl_device_inline void object_motion_info(
const KernelGlobals *kg, int object, int *numsteps, int *numverts, int *numkeys)
{
if (numkeys) {
*numkeys = kernel_tex_fetch(__objects, object).numkeys;
}
if (numsteps)
*numsteps = kernel_tex_fetch(__objects, object).numsteps;
if (numverts)
*numverts = kernel_tex_fetch(__objects, object).numverts;
}
/* Offset to an objects patch map */
ccl_device_inline uint object_patch_map_offset(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE)
return 0;
return kernel_tex_fetch(__objects, object).patch_map_offset;
}
/* Volume step size */
ccl_device_inline float object_volume_density(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE) {
return 1.0f;
}
return kernel_tex_fetch(__objects, object).volume_density;
}
ccl_device_inline float object_volume_step_size(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE) {
return kernel_data.background.volume_step_size;
}
return kernel_tex_fetch(__object_volume_step, object);
}
/* Pass ID for shader */
ccl_device int shader_pass_id(const KernelGlobals *kg, const ShaderData *sd)
{
return kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).pass_id;
}
/* Cryptomatte ID */
ccl_device_inline float object_cryptomatte_id(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE)
return 0.0f;
return kernel_tex_fetch(__objects, object).cryptomatte_object;
}
ccl_device_inline float object_cryptomatte_asset_id(const KernelGlobals *kg, int object)
{
if (object == OBJECT_NONE)
return 0;
return kernel_tex_fetch(__objects, object).cryptomatte_asset;
}
/* Particle data from which object was instanced */
ccl_device_inline uint particle_index(const KernelGlobals *kg, int particle)
{
return kernel_tex_fetch(__particles, particle).index;
}
ccl_device float particle_age(const KernelGlobals *kg, int particle)
{
return kernel_tex_fetch(__particles, particle).age;
}
ccl_device float particle_lifetime(const KernelGlobals *kg, int particle)
{
return kernel_tex_fetch(__particles, particle).lifetime;
}
ccl_device float particle_size(const KernelGlobals *kg, int particle)
{
return kernel_tex_fetch(__particles, particle).size;
}
ccl_device float4 particle_rotation(const KernelGlobals *kg, int particle)
{
return kernel_tex_fetch(__particles, particle).rotation;
}
ccl_device float3 particle_location(const KernelGlobals *kg, int particle)
{
return float4_to_float3(kernel_tex_fetch(__particles, particle).location);
}
ccl_device float3 particle_velocity(const KernelGlobals *kg, int particle)
{
return float4_to_float3(kernel_tex_fetch(__particles, particle).velocity);
}
ccl_device float3 particle_angular_velocity(const KernelGlobals *kg, int particle)
{
return float4_to_float3(kernel_tex_fetch(__particles, particle).angular_velocity);
}
/* Object intersection in BVH */
ccl_device_inline float3 bvh_clamp_direction(float3 dir)
{
const float ooeps = 8.271806E-25f;
return make_float3((fabsf(dir.x) > ooeps) ? dir.x : copysignf(ooeps, dir.x),
(fabsf(dir.y) > ooeps) ? dir.y : copysignf(ooeps, dir.y),
(fabsf(dir.z) > ooeps) ? dir.z : copysignf(ooeps, dir.z));
}
ccl_device_inline float3 bvh_inverse_direction(float3 dir)
{
return rcp(dir);
}
/* Transform ray into object space to enter static object in BVH */
ccl_device_inline float bvh_instance_push(
const KernelGlobals *kg, int object, const Ray *ray, float3 *P, float3 *dir, float3 *idir)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, ray->P);
float len;
*dir = bvh_clamp_direction(normalize_len(transform_direction(&tfm, ray->D), &len));
*idir = bvh_inverse_direction(*dir);
return len;
}
/* Transform ray to exit static object in BVH. */
ccl_device_inline float bvh_instance_pop(const KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float t)
{
if (t != FLT_MAX) {
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
t /= len(transform_direction(&tfm, ray->D));
}
*P = ray->P;
*dir = bvh_clamp_direction(ray->D);
*idir = bvh_inverse_direction(*dir);
return t;
}
/* Same as above, but returns scale factor to apply to multiple intersection distances */
ccl_device_inline void bvh_instance_pop_factor(const KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float *t_fac)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
*t_fac = 1.0f / len(transform_direction(&tfm, ray->D));
*P = ray->P;
*dir = bvh_clamp_direction(ray->D);
*idir = bvh_inverse_direction(*dir);
}
#ifdef __OBJECT_MOTION__
/* Transform ray into object space to enter motion blurred object in BVH */
ccl_device_inline float bvh_instance_motion_push(const KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
Transform *itfm)
{
object_fetch_transform_motion_test(kg, object, ray->time, itfm);
*P = transform_point(itfm, ray->P);
float len;
*dir = bvh_clamp_direction(normalize_len(transform_direction(itfm, ray->D), &len));
*idir = bvh_inverse_direction(*dir);
return len;
}
/* Transform ray to exit motion blurred object in BVH. */
ccl_device_inline float bvh_instance_motion_pop(const KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float t,
Transform *itfm)
{
if (t != FLT_MAX) {
t /= len(transform_direction(itfm, ray->D));
}
*P = ray->P;
*dir = bvh_clamp_direction(ray->D);
*idir = bvh_inverse_direction(*dir);
return t;
}
/* Same as above, but returns scale factor to apply to multiple intersection distances */
ccl_device_inline void bvh_instance_motion_pop_factor(const KernelGlobals *kg,
int object,
const Ray *ray,
float3 *P,
float3 *dir,
float3 *idir,
float *t_fac,
Transform *itfm)
{
*t_fac = 1.0f / len(transform_direction(itfm, ray->D));
*P = ray->P;
*dir = bvh_clamp_direction(ray->D);
*idir = bvh_inverse_direction(*dir);
}
#endif
/* TODO: This can be removed when we know if no devices will require explicit
* address space qualifiers for this case. */
#define object_position_transform_auto object_position_transform
#define object_dir_transform_auto object_dir_transform
#define object_normal_transform_auto object_normal_transform
CCL_NAMESPACE_END