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