* Add SubdAttributeInterpolation class for linear attribute interpolation. * Dicing computes ptex UV and face ID for interpolation. * Simplify mesh storage of subd primitive counts * Remove kernel code for subd attribute interpolation * Remove patch table packing and upload The old optimization adds a fair amount of complexity to the kernel, affecting performance even when not using the feature. It's also not that useful as it does not work for UVs that needs special interpolation. With this simpler code it should be easier to make it feature complete. Pull Request: https://projects.blender.org/blender/blender/pulls/135681
288 lines
8.9 KiB
C++
288 lines
8.9 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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/* Primitive Utilities
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*
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* Generic functions to look up mesh, curve and volume primitive attributes for
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* shading and render passes. */
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#pragma once
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#include "kernel/globals.h"
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#include "kernel/camera/projection.h"
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#include "kernel/geom/attribute.h"
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#include "kernel/geom/curve.h"
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#include "kernel/geom/object.h"
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#include "kernel/geom/point.h"
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#include "kernel/geom/triangle.h"
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#include "kernel/geom/volume.h"
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CCL_NAMESPACE_BEGIN
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/* Surface Attributes
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*
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* Read geometry attributes for surface shading. This is distinct from volume
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* attributes for performance, mainly for GPU performance to avoid bringing in
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* heavy volume interpolation code. */
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template<typename T>
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ccl_device_forceinline T primitive_surface_attribute(KernelGlobals kg,
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const ccl_private ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private T *dfdx,
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ccl_private T *dfdy)
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{
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if (desc.element & (ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
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if (dfdx) {
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*dfdx = make_zero<T>();
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}
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if (dfdy) {
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*dfdy = make_zero<T>();
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}
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return attribute_data_fetch<T>(kg, desc.offset);
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}
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if (sd->type & PRIMITIVE_TRIANGLE) {
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return triangle_attribute<T>(kg, sd, desc, dfdx, dfdy);
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}
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#ifdef __HAIR__
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if (sd->type & PRIMITIVE_CURVE) {
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return curve_attribute<T>(kg, sd, desc, dfdx, dfdy);
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}
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#endif
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#ifdef __POINTCLOUD__
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else if (sd->type & PRIMITIVE_POINT) {
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return point_attribute<T>(kg, sd, desc, dfdx, dfdy);
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}
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#endif
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else {
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if (dfdx) {
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*dfdx = make_zero<T>();
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}
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if (dfdy) {
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*dfdy = make_zero<T>();
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}
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return make_zero<T>();
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}
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}
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#ifdef __VOLUME__
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/* Volume Attributes
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*
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* Read geometry attributes for volume shading. This is distinct from surface
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* attributes for performance, mainly for GPU performance to avoid bringing in
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* heavy volume interpolation code. */
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ccl_device_forceinline bool primitive_is_volume_attribute(const ccl_private ShaderData *sd,
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const AttributeDescriptor desc)
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{
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return sd->type == PRIMITIVE_VOLUME;
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}
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template<typename T>
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ccl_device_inline T primitive_volume_attribute(KernelGlobals kg,
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const ccl_private ShaderData *sd,
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const AttributeDescriptor desc)
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{
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if (primitive_is_volume_attribute(sd, desc)) {
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return volume_attribute_value<T>(volume_attribute_float4(kg, sd, desc));
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}
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return make_zero<T>();
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}
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#endif
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/* Default UV coordinate */
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ccl_device_forceinline float3 primitive_uv(KernelGlobals kg, const ccl_private ShaderData *sd)
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{
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const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_UV);
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if (desc.offset == ATTR_STD_NOT_FOUND) {
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return make_float3(0.0f, 0.0f, 0.0f);
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}
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const float2 uv = primitive_surface_attribute<float2>(kg, sd, desc, nullptr, nullptr);
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return make_float3(uv.x, uv.y, 1.0f);
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}
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/* PTEX coordinates. */
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ccl_device bool primitive_ptex(KernelGlobals kg,
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ccl_private ShaderData *sd,
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ccl_private float2 *uv,
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ccl_private int *face_id)
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{
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/* storing ptex data as attributes is not memory efficient but simple for tests */
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const AttributeDescriptor desc_face_id = find_attribute(kg, sd, ATTR_STD_PTEX_FACE_ID);
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const AttributeDescriptor desc_uv = find_attribute(kg, sd, ATTR_STD_PTEX_UV);
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if (desc_face_id.offset == ATTR_STD_NOT_FOUND || desc_uv.offset == ATTR_STD_NOT_FOUND) {
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return false;
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}
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const float3 uv3 = primitive_surface_attribute<float3>(kg, sd, desc_uv, nullptr, nullptr);
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const float face_id_f = primitive_surface_attribute<float>(
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kg, sd, desc_face_id, nullptr, nullptr);
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*uv = make_float2(uv3.x, uv3.y);
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*face_id = (int)face_id_f;
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return true;
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}
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/* Surface tangent */
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ccl_device float3 primitive_tangent(KernelGlobals kg, ccl_private ShaderData *sd)
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{
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#if defined(__HAIR__) || defined(__POINTCLOUD__)
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if (sd->type & (PRIMITIVE_CURVE | PRIMITIVE_POINT)) {
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# ifdef __DPDU__
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return normalize(sd->dPdu);
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}
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# else
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return make_float3(0.0f, 0.0f, 0.0f);
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# endif
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#endif
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/* try to create spherical tangent from generated coordinates */
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const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED);
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if (desc.offset != ATTR_STD_NOT_FOUND) {
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float3 data = primitive_surface_attribute<float3>(kg, sd, desc, nullptr, nullptr);
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data = make_float3(-(data.y - 0.5f), (data.x - 0.5f), 0.0f);
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object_normal_transform(kg, sd, &data);
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return cross(sd->N, normalize(cross(data, sd->N)));
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}
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/* otherwise use surface derivatives */
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#ifdef __DPDU__
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return normalize(sd->dPdu);
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#else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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/* Motion vector for motion pass */
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ccl_device_forceinline float4 primitive_motion_vector(KernelGlobals kg,
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const ccl_private ShaderData *sd)
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{
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/* center position */
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float3 center;
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#if defined(__HAIR__) || defined(__POINTCLOUD__)
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const bool is_curve_or_point = sd->type & (PRIMITIVE_CURVE | PRIMITIVE_POINT);
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if (is_curve_or_point) {
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center = make_float3(0.0f, 0.0f, 0.0f);
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if (sd->type & PRIMITIVE_CURVE) {
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# if defined(__HAIR__)
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center = curve_motion_center_location(kg, sd);
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# endif
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}
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else if (sd->type & PRIMITIVE_POINT) {
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# if defined(__POINTCLOUD__)
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center = point_motion_center_location(kg, sd);
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# endif
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}
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_position_transform(kg, sd, ¢er);
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}
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}
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else
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#endif
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{
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center = sd->P;
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}
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float3 motion_pre = center;
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float3 motion_post = center;
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/* deformation motion */
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AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_MOTION_VERTEX_POSITION);
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if (desc.offset != ATTR_STD_NOT_FOUND) {
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/* get motion info */
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const int numverts = kernel_data_fetch(objects, sd->object).numverts;
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#if defined(__HAIR__) || defined(__POINTCLOUD__)
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if (is_curve_or_point) {
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motion_pre = make_float3(
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primitive_surface_attribute<float4>(kg, sd, desc, nullptr, nullptr));
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desc.offset += numverts;
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motion_post = make_float3(
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primitive_surface_attribute<float4>(kg, sd, desc, nullptr, nullptr));
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/* Curve */
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if ((sd->object_flag & SD_OBJECT_HAS_VERTEX_MOTION) == 0) {
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object_position_transform(kg, sd, &motion_pre);
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object_position_transform(kg, sd, &motion_post);
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}
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}
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else
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#endif
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if (sd->type & PRIMITIVE_TRIANGLE)
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{
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/* Triangle */
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motion_pre = triangle_attribute<float3>(kg, sd, desc, nullptr, nullptr);
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desc.offset += numverts;
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motion_post = triangle_attribute<float3>(kg, sd, desc, nullptr, nullptr);
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}
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}
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/* object motion. note that depending on the mesh having motion vectors, this
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* transformation was set match the world/object space of motion_pre/post */
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Transform tfm;
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tfm = object_fetch_motion_pass_transform(kg, sd->object, OBJECT_PASS_MOTION_PRE);
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motion_pre = transform_point(&tfm, motion_pre);
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tfm = object_fetch_motion_pass_transform(kg, sd->object, OBJECT_PASS_MOTION_POST);
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motion_post = transform_point(&tfm, motion_post);
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float3 motion_center;
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/* camera motion, for perspective/orthographic motion.pre/post will be a
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* world-to-raster matrix, for panorama it's world-to-camera */
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if (kernel_data.cam.type != CAMERA_PANORAMA) {
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ProjectionTransform projection = kernel_data.cam.worldtoraster;
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motion_center = transform_perspective(&projection, center);
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projection = kernel_data.cam.perspective_pre;
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motion_pre = transform_perspective(&projection, motion_pre);
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projection = kernel_data.cam.perspective_post;
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motion_post = transform_perspective(&projection, motion_post);
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}
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else {
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tfm = kernel_data.cam.worldtocamera;
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motion_center = normalize(transform_point(&tfm, center));
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motion_center = make_float3(direction_to_panorama(&kernel_data.cam, motion_center));
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motion_center.x *= kernel_data.cam.width;
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motion_center.y *= kernel_data.cam.height;
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tfm = kernel_data.cam.motion_pass_pre;
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motion_pre = normalize(transform_point(&tfm, motion_pre));
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motion_pre = make_float3(direction_to_panorama(&kernel_data.cam, motion_pre));
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motion_pre.x *= kernel_data.cam.width;
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motion_pre.y *= kernel_data.cam.height;
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tfm = kernel_data.cam.motion_pass_post;
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motion_post = normalize(transform_point(&tfm, motion_post));
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motion_post = make_float3(direction_to_panorama(&kernel_data.cam, motion_post));
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motion_post.x *= kernel_data.cam.width;
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motion_post.y *= kernel_data.cam.height;
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}
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motion_pre = motion_pre - motion_center;
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motion_post = motion_center - motion_post;
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return make_float4(motion_pre.x, motion_pre.y, motion_post.x, motion_post.y);
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}
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CCL_NAMESPACE_END
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