Files
test2/intern/cycles/kernel/bvh/util.h
Brecht Van Lommel dd51c8660b Refactor: Cycles: Add const keyword where possible, using clang-tidy
Check was misc-const-correctness, combined with readability-isolate-declaration
as suggested by the docs.

Temporarily clang-format "QualifierAlignment: Left" was used to get consistency
with the prevailing order of keywords.

Pull Request: https://projects.blender.org/blender/blender/pulls/132361
2025-01-03 10:23:20 +01:00

297 lines
9.8 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#pragma once
#include "kernel/globals.h"
#include "kernel/types.h"
CCL_NAMESPACE_BEGIN
ccl_device_inline bool intersection_ray_valid(const ccl_private Ray *ray)
{
/* NOTE: Due to some vectorization code non-finite origin point might
* cause lots of false-positive intersections which will overflow traversal
* stack.
* This code is a quick way to perform early output, to avoid crashes in
* such cases.
* From production scenes so far it seems it's enough to test first element
* only.
* Scene intersection may also called with empty rays for conditional trace
* calls that evaluate to false, so filter those out.
*/
return isfinite_safe(ray->P.x) && isfinite_safe(ray->D.x) && len_squared(ray->D) != 0.0f;
}
/* Offset intersection distance by the smallest possible amount, to skip
* intersections at this distance. This works in cases where the ray start
* position is unchanged and only tmin is updated, since for self
* intersection we'll be comparing against the exact same distances.
*
* Always returns normalized floating point value. */
ccl_device_forceinline float intersection_t_offset(const float t)
{
/* This is a simplified version of `nextafterf(t, FLT_MAX)`, only dealing with
* non-negative and finite t. */
kernel_assert(t >= 0.0f && isfinite_safe(t));
/* Special handling of zero, which also includes handling of denormal values:
* always return smallest normalized value. If a denormalized zero is returned
* it will cause false-positive intersection detection with a distance of 0.
*
* The check relies on the fact that comparison of denormal values with zero
* returns true. */
if (t == 0.0f) {
/* The exact bit value of this should be 0x1p-126, but hex floating point values notation is
* not available in CUDA/OptiX. */
return FLT_MIN;
}
const uint32_t bits = __float_as_uint(t) + 1;
const float result = __uint_as_float(bits);
/* Assert that the calculated value is indeed considered to be offset from the
* original value. */
kernel_assert(result > t);
return result;
}
/* Ray offset to avoid self intersection.
*
* This function can be used to compute a modified ray start position for rays
* leaving from a surface. This is from:
* "A Fast and Robust Method for Avoiding Self-Intersection"
* Ray Tracing Gems, chapter 6.
*/
ccl_device_inline float3 ray_offset(const float3 P, const float3 Ng)
{
const float int_scale = 256.0f;
const int3 of_i = make_int3(
(int)(int_scale * Ng.x), (int)(int_scale * Ng.y), (int)(int_scale * Ng.z));
const float3 p_i = make_float3(
__int_as_float(__float_as_int(P.x) + ((P.x < 0) ? -of_i.x : of_i.x)),
__int_as_float(__float_as_int(P.y) + ((P.y < 0) ? -of_i.y : of_i.y)),
__int_as_float(__float_as_int(P.z) + ((P.z < 0) ? -of_i.z : of_i.z)));
const float origin = 1.0f / 32.0f;
const float float_scale = 1.0f / 65536.0f;
return make_float3(fabsf(P.x) < origin ? P.x + float_scale * Ng.x : p_i.x,
fabsf(P.y) < origin ? P.y + float_scale * Ng.y : p_i.y,
fabsf(P.z) < origin ? P.z + float_scale * Ng.z : p_i.z);
}
#ifndef __KERNEL_GPU__
ccl_device int intersections_compare(const void *a, const void *b)
{
const Intersection *isect_a = (const Intersection *)a;
const Intersection *isect_b = (const Intersection *)b;
if (isect_a->t < isect_b->t) {
return -1;
}
if (isect_a->t > isect_b->t) {
return 1;
}
return 0;
}
#endif
/* For subsurface scattering, only sorting a small amount of intersections
* so bubble sort is fine for CPU and GPU. */
ccl_device_inline void sort_intersections_and_normals(ccl_private Intersection *hits,
ccl_private float3 *Ng,
uint num_hits)
{
bool swapped;
do {
swapped = false;
for (int j = 0; j < num_hits - 1; ++j) {
if (hits[j].t > hits[j + 1].t) {
Intersection tmp_hit = hits[j];
float3 tmp_Ng = Ng[j];
hits[j] = hits[j + 1];
Ng[j] = Ng[j + 1];
hits[j + 1] = tmp_hit;
Ng[j + 1] = tmp_Ng;
swapped = true;
}
}
--num_hits;
} while (swapped);
}
/* Utility to quickly get flags from an intersection. */
ccl_device_forceinline int intersection_get_shader_flags(KernelGlobals kg,
const int prim,
const int type)
{
int shader = 0;
if (type & PRIMITIVE_TRIANGLE) {
shader = kernel_data_fetch(tri_shader, prim);
}
#ifdef __POINTCLOUD__
else if (type & PRIMITIVE_POINT) {
shader = kernel_data_fetch(points_shader, prim);
}
#endif
#ifdef __HAIR__
else if (type & PRIMITIVE_CURVE) {
shader = kernel_data_fetch(curves, prim).shader_id;
}
#endif
return kernel_data_fetch(shaders, (shader & SHADER_MASK)).flags;
}
ccl_device_forceinline int intersection_get_shader_from_isect_prim(KernelGlobals kg,
const int prim,
const int isect_type)
{
int shader = 0;
if (isect_type & PRIMITIVE_TRIANGLE) {
shader = kernel_data_fetch(tri_shader, prim);
}
#ifdef __POINTCLOUD__
else if (isect_type & PRIMITIVE_POINT) {
shader = kernel_data_fetch(points_shader, prim);
}
#endif
#ifdef __HAIR__
else if (isect_type & PRIMITIVE_CURVE) {
shader = kernel_data_fetch(curves, prim).shader_id;
}
#endif
return shader & SHADER_MASK;
}
ccl_device_forceinline int intersection_get_shader(
KernelGlobals kg, const ccl_private Intersection *ccl_restrict isect)
{
return intersection_get_shader_from_isect_prim(kg, isect->prim, isect->type);
}
ccl_device_forceinline int intersection_get_object_flags(
KernelGlobals kg, const ccl_private Intersection *ccl_restrict isect)
{
return kernel_data_fetch(object_flag, isect->object);
}
/* TODO: find a better (faster) solution for this. Maybe store offset per object for
* attributes needed in intersection? */
ccl_device_inline int intersection_find_attribute(KernelGlobals kg,
const int object,
const uint id)
{
uint attr_offset = kernel_data_fetch(objects, object).attribute_map_offset;
AttributeMap attr_map = kernel_data_fetch(attributes_map, attr_offset);
while (attr_map.id != id) {
if (UNLIKELY(attr_map.id == ATTR_STD_NONE)) {
if (UNLIKELY(attr_map.element == 0)) {
return (int)ATTR_STD_NOT_FOUND;
}
/* Chain jump to a different part of the table. */
attr_offset = attr_map.offset;
}
else {
attr_offset += ATTR_PRIM_TYPES;
}
attr_map = kernel_data_fetch(attributes_map, attr_offset);
}
/* return result */
return (attr_map.element == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : attr_map.offset;
}
/* Transparent Shadows */
/* Cut-off value to stop transparent shadow tracing when practically opaque. */
#define CURVE_SHADOW_TRANSPARENCY_CUTOFF 0.001f
ccl_device_inline float intersection_curve_shadow_transparency(
KernelGlobals kg, const int object, const int prim, const int type, const float u)
{
/* Find attribute. */
const int offset = intersection_find_attribute(kg, object, ATTR_STD_SHADOW_TRANSPARENCY);
if (offset == ATTR_STD_NOT_FOUND) {
/* If no shadow transparency attribute, assume opaque. */
return 0.0f;
}
/* Interpolate transparency between curve keys. */
const KernelCurve kcurve = kernel_data_fetch(curves, prim);
const int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(type);
const int k1 = k0 + 1;
const float f0 = kernel_data_fetch(attributes_float, offset + k0);
const float f1 = kernel_data_fetch(attributes_float, offset + k1);
return (1.0f - u) * f0 + u * f1;
}
ccl_device_inline bool intersection_skip_self(const ccl_ray_data RaySelfPrimitives &self,
const int object,
const int prim)
{
return (self.prim == prim) && (self.object == object);
}
ccl_device_inline bool intersection_skip_self_shadow(const ccl_ray_data RaySelfPrimitives &self,
const int object,
const int prim)
{
return ((self.prim == prim) && (self.object == object)) ||
((self.light_prim == prim) && (self.light_object == object));
}
ccl_device_inline bool intersection_skip_self_local(const ccl_ray_data RaySelfPrimitives &self,
const int prim)
{
return (self.prim == prim);
}
#ifdef __SHADOW_LINKING__
ccl_device_inline uint64_t
ray_get_shadow_set_membership(KernelGlobals kg, const ccl_ray_data RaySelfPrimitives &self)
{
if (self.light != LAMP_NONE) {
return kernel_data_fetch(lights, self.light).shadow_set_membership;
}
if (self.light_object != OBJECT_NONE) {
return kernel_data_fetch(objects, self.light_object).shadow_set_membership;
}
return LIGHT_LINK_MASK_ALL;
}
#endif
ccl_device_inline bool intersection_skip_shadow_link(KernelGlobals kg,
const ccl_ray_data RaySelfPrimitives &self,
const int isect_object)
{
#ifdef __SHADOW_LINKING__
if (!(kernel_data.kernel_features & KERNEL_FEATURE_SHADOW_LINKING)) {
return false;
}
const uint64_t set_membership = ray_get_shadow_set_membership(kg, self);
if (set_membership == LIGHT_LINK_MASK_ALL) {
return false;
}
const uint blocker_set = kernel_data_fetch(objects, isect_object).blocker_shadow_set;
return ((uint64_t(1) << uint64_t(blocker_set)) & set_membership) == 0;
#else
return false;
#endif
}
CCL_NAMESPACE_END