In Cycles lights can be given a light falloff node to control their light falloff. This worked by multiplying the light's strength by different combinations of the ray length, which would be FLT_MAX for distant lights. This resulting in almost every configuration of the light falloff node overflowing when used on distant lights, which is undesirable. This commit fixes this issue by ignoring most of the functions of the light falloff node when used on a distant light. And in the process fixes a small discrepancy between SVM and OSL when using the light falloff node on distant lights. Pull Request: https://projects.blender.org/blender/blender/pulls/134539
454 lines
13 KiB
C
454 lines
13 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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/* Functions to initialize ShaderData given.
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*
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* Could be from an incoming ray, intersection or sampled position. */
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#pragma once
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#include "kernel/globals.h"
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#include "kernel/geom/curve_intersect.h"
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#include "kernel/geom/motion_triangle_shader.h"
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#include "kernel/geom/object.h"
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#include "kernel/geom/point_intersect.h"
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#include "kernel/geom/triangle_intersect.h"
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#include "kernel/util/differential.h"
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CCL_NAMESPACE_BEGIN
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/* ShaderData setup from incoming ray */
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ccl_device void shader_setup_object_transforms(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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const float time)
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{
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#ifdef __OBJECT_MOTION__
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if (sd->object_flag & SD_OBJECT_MOTION) {
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sd->ob_tfm_motion = object_fetch_transform_motion(kg, sd->object, time);
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sd->ob_itfm_motion = transform_inverse(sd->ob_tfm_motion);
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}
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#endif
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}
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/* TODO: break this up if it helps reduce register pressure to load data from
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* global memory as we write it to shader-data. */
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ccl_device_inline void shader_setup_from_ray(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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const ccl_private Ray *ccl_restrict ray,
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const ccl_private Intersection *ccl_restrict isect)
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{
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/* Read intersection data into shader globals.
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*
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* TODO: this is redundant, could potentially remove some of this from
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* ShaderData but would need to ensure that it also works for shadow
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* shader evaluation. */
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sd->u = isect->u;
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sd->v = isect->v;
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sd->ray_length = isect->t;
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sd->type = isect->type;
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sd->object = isect->object;
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sd->object_flag = kernel_data_fetch(object_flag, sd->object);
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sd->prim = isect->prim;
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sd->lamp = LAMP_NONE;
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sd->flag = 0;
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/* Read matrices and time. */
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sd->time = ray->time;
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#ifdef __OBJECT_MOTION__
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shader_setup_object_transforms(kg, sd, ray->time);
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#endif
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/* Read ray data into shader globals. */
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sd->wi = -ray->D;
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#ifdef __HAIR__
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if (sd->type & PRIMITIVE_CURVE) {
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/* curve */
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curve_shader_setup(kg, sd, ray->P, ray->D, isect->t, isect->prim);
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}
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else
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#endif
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#ifdef __POINTCLOUD__
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if (sd->type & PRIMITIVE_POINT)
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{
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/* point */
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point_shader_setup(kg, sd, isect, ray);
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}
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else
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#endif
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{
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if (sd->type == PRIMITIVE_TRIANGLE) {
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/* static triangle */
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triangle_shader_setup(kg, sd);
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}
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else {
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/* motion triangle */
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motion_triangle_shader_setup(kg, sd);
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}
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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/* instance transform */
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object_normal_transform_auto(kg, sd, &sd->N);
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object_normal_transform_auto(kg, sd, &sd->Ng);
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#ifdef __DPDU__
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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object_dir_transform_auto(kg, sd, &sd->dPdv);
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#endif
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}
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}
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sd->flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
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/* backfacing test */
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const bool backfacing = (dot(sd->Ng, sd->wi) < 0.0f);
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if (backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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sd->dP = differential_transfer_compact(ray->dP, ray->D, ray->dD, sd->ray_length);
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sd->dI = differential_incoming_compact(ray->dD);
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differential_dudv_compact(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
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#endif
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}
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/* ShaderData setup from position sampled on mesh */
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ccl_device_inline void shader_setup_from_sample(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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const float3 P,
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const float3 Ng,
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const float3 I,
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const int shader,
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const int object,
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const int prim,
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const float u,
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const float v,
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const float t,
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const float time,
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bool object_space,
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const int lamp)
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{
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/* vectors */
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sd->P = P;
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sd->N = Ng;
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sd->Ng = Ng;
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sd->wi = I;
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sd->shader = shader;
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if (lamp != LAMP_NONE) {
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sd->type = PRIMITIVE_LAMP;
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}
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else if (prim != PRIM_NONE) {
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sd->type = PRIMITIVE_TRIANGLE;
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}
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else {
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sd->type = PRIMITIVE_NONE;
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}
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/* primitive */
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sd->object = object;
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sd->lamp = LAMP_NONE;
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/* Currently no access to bvh prim index for strand sd->prim. */
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sd->prim = prim;
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sd->u = u;
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sd->v = v;
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sd->time = time;
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sd->ray_length = t;
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sd->flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
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sd->object_flag = 0;
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if (sd->object != OBJECT_NONE) {
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sd->object_flag |= kernel_data_fetch(object_flag, sd->object);
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#ifdef __OBJECT_MOTION__
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shader_setup_object_transforms(kg, sd, time);
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#endif
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/* transform into world space */
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if (object_space) {
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object_position_transform_auto(kg, sd, &sd->P);
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object_normal_transform_auto(kg, sd, &sd->Ng);
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sd->N = sd->Ng;
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object_dir_transform_auto(kg, sd, &sd->wi);
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}
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if (sd->type == PRIMITIVE_TRIANGLE) {
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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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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_normal_transform_auto(kg, sd, &sd->N);
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}
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}
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/* dPdu/dPdv */
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#ifdef __DPDU__
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triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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object_dir_transform_auto(kg, sd, &sd->dPdv);
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}
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#endif
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}
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else {
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#ifdef __DPDU__
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sd->dPdu = zero_float3();
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sd->dPdv = zero_float3();
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#endif
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}
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}
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else {
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if (lamp != LAMP_NONE) {
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sd->lamp = lamp;
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}
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#ifdef __DPDU__
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sd->dPdu = zero_float3();
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sd->dPdv = zero_float3();
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#endif
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}
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/* backfacing test */
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if (sd->prim != PRIM_NONE) {
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const bool backfacing = (dot(sd->Ng, sd->wi) < 0.0f);
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if (backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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}
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#ifdef __RAY_DIFFERENTIALS__
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/* no ray differentials here yet */
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sd->dP = differential_zero_compact();
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sd->dI = differential_zero_compact();
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sd->du = differential_zero();
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sd->dv = differential_zero();
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#endif
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}
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/* ShaderData setup for displacement */
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ccl_device void shader_setup_from_displace(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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const int object,
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const int prim,
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const float u,
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const float v)
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{
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float3 P;
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float3 Ng;
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const float3 I = zero_float3();
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int shader;
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triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
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/* force smooth shading for displacement */
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shader |= SHADER_SMOOTH_NORMAL;
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shader_setup_from_sample(kg,
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sd,
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P,
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Ng,
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I,
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shader,
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object,
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prim,
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u,
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v,
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0.0f,
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0.5f,
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!(kernel_data_fetch(object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
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LAMP_NONE);
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}
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/* ShaderData setup for point on curve. */
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#ifdef __HAIR__
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ccl_device void shader_setup_from_curve(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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const int object,
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const int prim,
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const int segment,
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const float u)
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{
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/* Primitive */
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sd->type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_CURVE_THICK, segment);
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sd->lamp = LAMP_NONE;
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sd->prim = prim;
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sd->u = u;
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sd->v = 0.0f;
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sd->time = 0.5f;
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sd->ray_length = 0.0f;
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/* Shader */
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sd->shader = kernel_data_fetch(curves, prim).shader_id;
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sd->flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
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/* Object */
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sd->object = object;
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sd->object_flag = kernel_data_fetch(object_flag, sd->object);
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# ifdef __OBJECT_MOTION__
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shader_setup_object_transforms(kg, sd, sd->time);
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# endif
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/* Get control points. */
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const KernelCurve kcurve = kernel_data_fetch(curves, prim);
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const int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(sd->type);
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const int k1 = k0 + 1;
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const int ka = max(k0 - 1, kcurve.first_key);
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const int kb = min(k1 + 1, kcurve.first_key + kcurve.num_keys - 1);
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float4 P_curve[4];
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P_curve[0] = kernel_data_fetch(curve_keys, ka);
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P_curve[1] = kernel_data_fetch(curve_keys, k0);
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P_curve[2] = kernel_data_fetch(curve_keys, k1);
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P_curve[3] = kernel_data_fetch(curve_keys, kb);
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/* Interpolate position and tangent. */
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sd->P = make_float3(catmull_rom_basis_derivative(P_curve, sd->u));
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# ifdef __DPDU__
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sd->dPdu = make_float3(catmull_rom_basis_derivative(P_curve, sd->u));
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# endif
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/* Transform into world space */
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_position_transform_auto(kg, sd, &sd->P);
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# ifdef __DPDU__
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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# endif
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}
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/* No view direction, normals or bitangent. */
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sd->wi = zero_float3();
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sd->N = zero_float3();
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sd->Ng = zero_float3();
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# ifdef __DPDU__
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sd->dPdv = zero_float3();
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# endif
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/* No ray differentials currently. */
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# ifdef __RAY_DIFFERENTIALS__
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sd->dP = differential_zero_compact();
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sd->dI = differential_zero_compact();
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sd->du = differential_zero();
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sd->dv = differential_zero();
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# endif
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}
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#endif /* __HAIR__ */
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/* ShaderData setup from ray into background */
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ccl_device_inline void shader_setup_from_background(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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const float3 ray_P,
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const float3 ray_D,
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const float ray_time)
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{
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/* for NDC coordinates */
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sd->ray_P = ray_P;
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/* vectors */
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sd->P = ray_D;
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sd->N = -ray_D;
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sd->Ng = -ray_D;
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sd->wi = -ray_D;
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sd->shader = kernel_data.background.surface_shader;
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sd->flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
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sd->object_flag = 0;
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sd->time = ray_time;
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sd->ray_length = FLT_MAX;
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sd->object = OBJECT_NONE;
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sd->lamp = LAMP_NONE;
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sd->prim = PRIM_NONE;
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sd->type = PRIMITIVE_NONE;
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sd->u = 0.0f;
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sd->v = 0.0f;
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#ifdef __DPDU__
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/* dPdu/dPdv */
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sd->dPdu = zero_float3();
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sd->dPdv = zero_float3();
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#endif
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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sd->dP = differential_zero_compact(); /* TODO: ray->dP */
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sd->dI = differential_zero_compact();
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sd->du = differential_zero();
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sd->dv = differential_zero();
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#endif
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}
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/* ShaderData setup from point inside volume */
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#ifdef __VOLUME__
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ccl_device_inline void shader_setup_from_volume(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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const ccl_private Ray *ccl_restrict ray,
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const int object)
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{
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/* vectors */
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sd->P = ray->P + ray->D * ray->tmin;
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sd->N = -ray->D;
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sd->Ng = -ray->D;
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sd->wi = -ray->D;
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sd->shader = SHADER_NONE;
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sd->flag = 0;
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sd->object_flag = 0;
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sd->time = ray->time;
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sd->ray_length = 0.0f; /* todo: can we set this to some useful value? */
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/* TODO: fill relevant fields for texture coordinates. */
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sd->object = object;
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sd->lamp = LAMP_NONE;
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sd->prim = PRIM_NONE;
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sd->type = PRIMITIVE_VOLUME;
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sd->u = 0.0f;
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sd->v = 0.0f;
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# ifdef __DPDU__
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/* dPdu/dPdv */
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sd->dPdu = zero_float3();
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sd->dPdv = zero_float3();
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# endif
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# ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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sd->dP = differential_zero_compact(); /* TODO ray->dD */
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sd->dI = differential_zero_compact();
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sd->du = differential_zero();
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sd->dv = differential_zero();
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# endif
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/* for NDC coordinates */
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sd->ray_P = ray->P;
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}
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#endif /* __VOLUME__ */
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CCL_NAMESPACE_END
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