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test2/intern/cycles/kernel/geom/triangle_intersect.h

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6.1 KiB
C

/* SPDX-FileCopyrightText: 2014-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
/* Triangle/Ray intersections.
*
* 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 "kernel/geom/triangle.h"
#include "kernel/sample/lcg.h"
#include "util/math_float3.h"
#include "util/math_intersect.h"
CCL_NAMESPACE_BEGIN
ccl_device_inline bool triangle_intersect(KernelGlobals kg,
ccl_private Intersection *isect,
const float3 P,
const float3 dir,
const float tmin,
const float tmax,
const uint visibility,
const int object,
const int prim,
const int prim_addr)
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 tri_a = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 tri_b = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 tri_c = kernel_data_fetch(tri_verts, tri_vindex.z);
float t;
float u;
float v;
if (ray_triangle_intersect(P, dir, tmin, tmax, tri_a, tri_b, tri_c, &u, &v, &t)) {
#ifdef __VISIBILITY_FLAG__
/* Visibility flag test. we do it here under the assumption
* that most triangles are culled by node flags.
*/
if (kernel_data_fetch(prim_visibility, prim_addr) & visibility)
#endif
{
isect->object = object;
isect->prim = prim;
isect->type = PRIMITIVE_TRIANGLE;
isect->u = u;
isect->v = v;
isect->t = t;
return true;
}
}
return false;
}
/* Special ray intersection routines for subsurface scattering. In that case we
* only want to intersect with primitives in the same object, and if case of
* multiple hits we pick a single random primitive as the intersection point.
* Returns whether traversal should be stopped.
*/
#ifdef __BVH_LOCAL__
ccl_device_inline bool triangle_intersect_local(KernelGlobals kg,
ccl_private LocalIntersection *local_isect,
const float3 P,
const float3 dir,
const int object,
const int prim,
const int prim_addr,
const float tmin,
const float tmax,
ccl_private uint *lcg_state,
const int max_hits)
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 tri_a = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 tri_b = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 tri_c = kernel_data_fetch(tri_verts, tri_vindex.z);
float t;
float u;
float v;
if (!ray_triangle_intersect(P, dir, tmin, tmax, tri_a, tri_b, tri_c, &u, &v, &t)) {
return false;
}
/* If no actual hit information is requested, just return here. */
if (max_hits == 0) {
return true;
}
int hit;
if (lcg_state) {
/* Record up to max_hits intersections. */
for (int i = min(max_hits, local_isect->num_hits) - 1; i >= 0; --i) {
if (local_isect->hits[i].t == t) {
return false;
}
}
local_isect->num_hits++;
if (local_isect->num_hits <= max_hits) {
hit = local_isect->num_hits - 1;
}
else {
/* reservoir sampling: if we are at the maximum number of
* hits, randomly replace element or skip it */
hit = lcg_step_uint(lcg_state) % local_isect->num_hits;
if (hit >= max_hits) {
return false;
}
}
}
else {
/* Record closest intersection only. */
if (local_isect->num_hits && t > local_isect->hits[0].t) {
return false;
}
hit = 0;
local_isect->num_hits = 1;
}
/* Record intersection. */
ccl_private Intersection *isect = &local_isect->hits[hit];
isect->prim = prim;
isect->object = object;
isect->type = PRIMITIVE_TRIANGLE;
isect->u = u;
isect->v = v;
isect->t = t;
/* Record geometric normal. */
local_isect->Ng[hit] = normalize(cross(tri_b - tri_a, tri_c - tri_a));
return false;
}
#endif /* __BVH_LOCAL__ */
/**
* Use the barycentric coordinates to get the intersection location
*/
ccl_device_inline float3 triangle_point_from_uv(KernelGlobals kg,
ccl_private ShaderData *sd,
const int isect_prim,
const float u,
const float v)
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, isect_prim);
const float3 tri_a = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 tri_b = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 tri_c = kernel_data_fetch(tri_verts, tri_vindex.z);
/* This appears to give slightly better precision than interpolating with w = (1 - u - v). */
float3 P = tri_a + u * (tri_b - tri_a) + v * (tri_c - tri_a);
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
const Transform tfm = object_get_transform(kg, sd);
P = transform_point(&tfm, P);
}
return P;
}
ccl_device_inline void triangle_shader_setup(KernelGlobals kg, ccl_private ShaderData *sd)
{
sd->shader = kernel_data_fetch(tri_shader, sd->prim);
sd->P = triangle_point_from_uv(kg, sd, sd->prim, sd->u, sd->v);
/* Normals. */
const float3 Ng = triangle_normal(kg, sd);
sd->Ng = Ng;
sd->N = Ng;
/* Smooth normal. */
if (sd->shader & SHADER_SMOOTH_NORMAL) {
sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
}
#ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
#endif
}
CCL_NAMESPACE_END