Files
test2/intern/cycles/kernel/geom/triangle.h
Brecht Van Lommel f987ef7b6e Shaders: Add Filter Width input to Bump node
This makes it possible to restore previous Blender 4.3 behavior of bump
mapping, where the large filter width was sometimes (ab)used to get a bevel
like effect on stepwise textures.

For bump from the displacement socket, filter width remains fixed at 0.1.

Ref #133991, #135841

Pull Request: https://projects.blender.org/blender/blender/pulls/136465
2025-03-25 16:29:13 +01:00

285 lines
11 KiB
C++

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
/* Triangle Primitive
*
* Basic triangle with 3 vertices is used to represent mesh surfaces. For BVH
* ray intersection we use a precomputed triangle storage to accelerate
* intersection at the cost of more memory usage */
#pragma once
#include "kernel/globals.h"
#include "kernel/geom/attribute.h"
#include "kernel/geom/object.h"
CCL_NAMESPACE_BEGIN
/* Evaluate a quantity at barycentric coordinates u, v, given the values at three triangle
* vertices. */
template<typename T>
ccl_device_inline T
triangle_interpolate(const float u, const float v, const T f0, const T f1, const T f2)
{
return (1.0f - u - v) * f0 + u * f1 + v * f2;
}
/* Normal on triangle. */
ccl_device_inline float3 triangle_normal(KernelGlobals kg, ccl_private ShaderData *sd)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
const float3 v0 = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 v1 = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 v2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* return normal */
if (object_negative_scale_applied(sd->object_flag)) {
return normalize(cross(v2 - v0, v1 - v0));
}
return normalize(cross(v1 - v0, v2 - v0));
}
/* Point and normal on triangle. */
ccl_device_inline void triangle_point_normal(KernelGlobals kg,
const int object,
const int prim,
const float u,
const float v,
ccl_private float3 *P,
ccl_private float3 *Ng,
ccl_private int *shader)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 v0 = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 v1 = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 v2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* compute point */
const float w = 1.0f - u - v;
*P = (w * v0 + u * v1 + v * v2);
/* get object flags */
const int object_flag = kernel_data_fetch(object_flag, object);
/* compute normal */
if (object_negative_scale_applied(object_flag)) {
*Ng = normalize(cross(v2 - v0, v1 - v0));
}
else {
*Ng = normalize(cross(v1 - v0, v2 - v0));
}
/* shader`*/
*shader = kernel_data_fetch(tri_shader, prim);
}
/* Triangle vertex locations */
ccl_device_inline void triangle_vertices(KernelGlobals kg, const int prim, float3 P[3])
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
P[0] = kernel_data_fetch(tri_verts, tri_vindex.x);
P[1] = kernel_data_fetch(tri_verts, tri_vindex.y);
P[2] = kernel_data_fetch(tri_verts, tri_vindex.z);
}
/* Triangle vertex locations and vertex normals */
ccl_device_inline void triangle_vertices_and_normals(KernelGlobals kg,
const int prim,
float3 P[3],
float3 N[3])
{
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
P[0] = kernel_data_fetch(tri_verts, tri_vindex.x);
P[1] = kernel_data_fetch(tri_verts, tri_vindex.y);
P[2] = kernel_data_fetch(tri_verts, tri_vindex.z);
N[0] = kernel_data_fetch(tri_vnormal, tri_vindex.x);
N[1] = kernel_data_fetch(tri_vnormal, tri_vindex.y);
N[2] = kernel_data_fetch(tri_vnormal, tri_vindex.z);
}
/* Interpolate smooth vertex normal from vertices */
ccl_device_inline float3
triangle_smooth_normal(KernelGlobals kg, const float3 Ng, const int prim, const float u, float v)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
const float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
const float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
const float3 N = safe_normalize((1.0f - u - v) * n0 + u * n1 + v * n2);
return is_zero(N) ? Ng : N;
}
/* Compute triangle normals at the hit position, and offsetted positions in x and y direction for
* bump mapping. */
ccl_device_inline float3 triangle_smooth_normal(KernelGlobals kg,
const float3 Ng,
const int prim,
const float u,
float v,
const differential du,
const differential dv,
ccl_private float3 &N_x,
ccl_private float3 &N_y)
{
/* Load triangle vertices. */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
const float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
const float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
const float3 N = safe_normalize(triangle_interpolate(u, v, n0, n1, n2));
N_x = safe_normalize(triangle_interpolate(u + du.dx, v + dv.dx, n0, n1, n2));
N_y = safe_normalize(triangle_interpolate(u + du.dy, v + dv.dy, n0, n1, n2));
N_x = is_zero(N_x) ? Ng : N_x;
N_y = is_zero(N_y) ? Ng : N_y;
return is_zero(N) ? Ng : N;
}
ccl_device_inline float3 triangle_smooth_normal_unnormalized(KernelGlobals kg,
const ccl_private ShaderData *sd,
const float3 Ng,
const int prim,
const float u,
float v)
{
/* load triangle vertices */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
float3 n0 = kernel_data_fetch(tri_vnormal, tri_vindex.x);
float3 n1 = kernel_data_fetch(tri_vnormal, tri_vindex.y);
float3 n2 = kernel_data_fetch(tri_vnormal, tri_vindex.z);
/* ensure that the normals are in object space */
if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) {
object_inverse_normal_transform(kg, sd, &n0);
object_inverse_normal_transform(kg, sd, &n1);
object_inverse_normal_transform(kg, sd, &n2);
}
const float3 N = (1.0f - u - v) * n0 + u * n1 + v * n2;
return is_zero(N) ? Ng : N;
}
/* Ray differentials on triangle */
ccl_device_inline void triangle_dPdudv(KernelGlobals kg,
const int prim,
ccl_private float3 *dPdu,
ccl_private float3 *dPdv)
{
/* fetch triangle vertex coordinates */
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim);
const float3 p0 = kernel_data_fetch(tri_verts, tri_vindex.x);
const float3 p1 = kernel_data_fetch(tri_verts, tri_vindex.y);
const float3 p2 = kernel_data_fetch(tri_verts, tri_vindex.z);
/* compute derivatives of P w.r.t. uv */
*dPdu = (p1 - p0);
*dPdv = (p2 - p0);
}
/* Partial derivative of f w.r.t. x, namely ∂f/∂x.
* f is a function of barycentric coordinates u, v, given by
* f(u, v) = f1 * u + f2 * v + f0 * (1 - u - v),
* the derivatives are
* ∂f/∂u = (f1 - f0), ∂f/∂v = (f2 - f0).
* The partial derivative in x is
* ∂f/∂x = ∂f/∂u * ∂u/∂x + ∂f/∂v * ∂v/∂x
* = (f1 - f0) * du.dx + (f2 - f0) * dv.dx. */
template<typename T>
ccl_device_inline T triangle_attribute_dfdx(const ccl_private differential &du,
const ccl_private differential &dv,
const ccl_private T &f0,
const ccl_private T &f1,
const ccl_private T &f2)
{
return du.dx * f1 + dv.dx * f2 - (du.dx + dv.dx) * f0;
}
/* Partial derivative of f w.r.t. in x, namely ∂f/∂y, similarly computed as ∂f/∂x above. */
template<typename T>
ccl_device_inline T triangle_attribute_dfdy(const ccl_private differential &du,
const ccl_private differential &dv,
const ccl_private T &f0,
const ccl_private T &f1,
const ccl_private T &f2)
{
return du.dy * f1 + dv.dy * f2 - (du.dy + dv.dy) * f0;
}
/* Read attributes on various triangle elements, and compute the partial derivatives if requested.
*/
template<typename T>
ccl_device T triangle_attribute(KernelGlobals kg,
const ccl_private ShaderData *sd,
const AttributeDescriptor desc,
ccl_private T *dfdx,
ccl_private T *dfdy)
{
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION | ATTR_ELEMENT_CORNER |
ATTR_ELEMENT_CORNER_BYTE))
{
T f0;
T f1;
T f2;
if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_VERTEX_MOTION)) {
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
f0 = attribute_data_fetch<T>(kg, desc.offset + tri_vindex.x);
f1 = attribute_data_fetch<T>(kg, desc.offset + tri_vindex.y);
f2 = attribute_data_fetch<T>(kg, desc.offset + tri_vindex.z);
}
else if (desc.element == ATTR_ELEMENT_CORNER_BYTE) {
const int tri = desc.offset + sd->prim * 3;
f0 = attribute_data_fetch_bytecolor<T>(kg, tri + 0);
f1 = attribute_data_fetch_bytecolor<T>(kg, tri + 1);
f2 = attribute_data_fetch_bytecolor<T>(kg, tri + 2);
}
else {
const int tri = desc.offset + sd->prim * 3;
f0 = attribute_data_fetch<T>(kg, tri + 0);
f1 = attribute_data_fetch<T>(kg, tri + 1);
f2 = attribute_data_fetch<T>(kg, tri + 2);
}
#ifdef __RAY_DIFFERENTIALS__
if (dfdx) {
*dfdx = triangle_attribute_dfdx(sd->du, sd->dv, f0, f1, f2);
}
if (dfdy) {
*dfdy = triangle_attribute_dfdy(sd->du, sd->dv, f0, f1, f2);
}
#endif
return sd->u * f1 + sd->v * f2 + (1.0f - sd->u - sd->v) * f0;
}
#ifdef __RAY_DIFFERENTIALS__
if (dfdx) {
*dfdx = make_zero<T>();
}
if (dfdy) {
*dfdy = make_zero<T>();
}
#endif
if (desc.element == ATTR_ELEMENT_FACE) {
return attribute_data_fetch<T>(kg, desc.offset + sd->prim);
}
return make_zero<T>();
}
CCL_NAMESPACE_END