For transparency, volume and light intersection rays, adjust these distances rather than the ray start position. This way we increment the start distance by the smallest possible float increment to avoid self intersections, and be sure it works as the distance compared to be will be exactly the same as before, due to the ray start position and direction remaining the same. Fix T98764, T96537, hair ray tracing precision issues. Differential Revision: https://developer.blender.org/D15455
414 lines
12 KiB
C
414 lines
12 KiB
C
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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#pragma once
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#include "kernel/camera/camera.h"
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#include "kernel/geom/geom.h"
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#include "kernel/sample/mapping.h"
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CCL_NAMESPACE_BEGIN
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/* Texture Coordinate Node */
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ccl_device_noinline int svm_node_tex_coord(KernelGlobals kg,
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ccl_private ShaderData *sd,
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uint32_t path_flag,
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ccl_private float *stack,
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uint4 node,
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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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return offset;
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}
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ccl_device_noinline int svm_node_tex_coord_bump_dx(KernelGlobals kg,
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ccl_private ShaderData *sd,
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uint32_t path_flag,
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ccl_private float *stack,
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uint4 node,
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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);
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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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return offset;
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#else
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return 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_noinline int svm_node_tex_coord_bump_dy(KernelGlobals kg,
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ccl_private ShaderData *sd,
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uint32_t path_flag,
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ccl_private float *stack,
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uint4 node,
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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);
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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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return offset;
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#else
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return 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_noinline void svm_node_normal_map(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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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 || (sd->type & PRIMITIVE_TRIANGLE) == 0) {
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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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if (attr.offset == ATTR_STD_NOT_FOUND || attr_sign.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 = triangle_smooth_normal_unnormalized(kg, sd, sd->Ng, sd->prim, sd->u, sd->v);
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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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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_noinline void svm_node_tangent(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float *stack,
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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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