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
254 lines
11 KiB
C
254 lines
11 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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/* Motion Triangle Primitive
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*
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* These are stored as regular triangles, plus extra positions and normals at
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* times other than the frame center. Computing the triangle vertex positions
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* or normals at a given ray time is a matter of interpolation of the two steps
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* between which the ray time lies.
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*
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* The extra positions and normals are stored as ATTR_STD_MOTION_VERTEX_POSITION
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* and ATTR_STD_MOTION_VERTEX_NORMAL mesh attributes.
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*/
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#pragma once
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#include "kernel/bvh/util.h"
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#include "kernel/geom/triangle.h"
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CCL_NAMESPACE_BEGIN
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/* Time interpolation of vertex positions and normals */
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ccl_device_inline void motion_triangle_verts_for_step(KernelGlobals kg,
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const uint3 tri_vindex,
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int offset,
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const int numverts,
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const int numsteps,
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int step,
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float3 verts[3])
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{
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if (step == numsteps) {
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/* center step: regular vertex location */
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verts[0] = kernel_data_fetch(tri_verts, tri_vindex.x);
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verts[1] = kernel_data_fetch(tri_verts, tri_vindex.y);
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verts[2] = kernel_data_fetch(tri_verts, tri_vindex.z);
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}
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else {
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/* center step not store in this array */
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if (step > numsteps) {
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step--;
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}
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offset += step * numverts;
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verts[0] = kernel_data_fetch(attributes_float3, offset + tri_vindex.x);
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verts[1] = kernel_data_fetch(attributes_float3, offset + tri_vindex.y);
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verts[2] = kernel_data_fetch(attributes_float3, offset + tri_vindex.z);
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}
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}
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ccl_device_inline void motion_triangle_normals_for_step(KernelGlobals kg,
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const uint3 tri_vindex,
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int offset,
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const int numverts,
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const int numsteps,
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int step,
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float3 normals[3])
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{
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if (step == numsteps) {
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/* center step: regular vertex location */
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normals[0] = kernel_data_fetch(tri_vnormal, tri_vindex.x);
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normals[1] = kernel_data_fetch(tri_vnormal, tri_vindex.y);
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normals[2] = kernel_data_fetch(tri_vnormal, tri_vindex.z);
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}
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else {
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/* center step is not stored in this array */
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if (step > numsteps) {
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step--;
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}
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offset += step * numverts;
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normals[0] = kernel_data_fetch(attributes_float3, offset + tri_vindex.x);
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normals[1] = kernel_data_fetch(attributes_float3, offset + tri_vindex.y);
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normals[2] = kernel_data_fetch(attributes_float3, offset + tri_vindex.z);
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}
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}
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ccl_device_inline void motion_triangle_compute_info(KernelGlobals kg,
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const int object,
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const float time,
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const int prim,
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ccl_private uint3 *tri_vindex,
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ccl_private int *numsteps,
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ccl_private int *step,
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ccl_private float *t)
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{
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/* Get object motion info. */
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*numsteps = kernel_data_fetch(objects, object).num_geom_steps;
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/* Figure out which steps we need to fetch and their interpolation factor. */
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const int maxstep = *numsteps * 2;
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*step = min((int)(time * maxstep), maxstep - 1);
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*t = time * maxstep - *step;
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/* Get triangle indices. */
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*tri_vindex = kernel_data_fetch(tri_vindex, prim);
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}
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ccl_device_inline void motion_triangle_vertices(KernelGlobals kg,
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const int object,
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const uint3 tri_vindex,
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const int numsteps,
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const int numverts,
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const int step,
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const float t,
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float3 verts[3])
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{
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/* Find attribute. */
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const int offset = intersection_find_attribute(kg, object, ATTR_STD_MOTION_VERTEX_POSITION);
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kernel_assert(offset != ATTR_STD_NOT_FOUND);
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/* Fetch vertex coordinates. */
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float3 next_verts[3];
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motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts);
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motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step + 1, next_verts);
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/* Interpolate between steps. */
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verts[0] = (1.0f - t) * verts[0] + t * next_verts[0];
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verts[1] = (1.0f - t) * verts[1] + t * next_verts[1];
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verts[2] = (1.0f - t) * verts[2] + t * next_verts[2];
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}
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ccl_device_inline void motion_triangle_vertices(
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KernelGlobals kg, const int object, const int prim, const float time, float3 verts[3])
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{
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int numsteps;
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int step;
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float t;
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uint3 tri_vindex;
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motion_triangle_compute_info(kg, object, time, prim, &tri_vindex, &numsteps, &step, &t);
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const int numverts = kernel_data_fetch(objects, object).numverts;
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motion_triangle_vertices(kg, object, tri_vindex, numsteps, numverts, step, t, verts);
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}
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ccl_device_inline void motion_triangle_normals(KernelGlobals kg,
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const int object,
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const uint3 tri_vindex,
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const int numsteps,
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const int numverts,
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const int step,
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const float t,
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float3 normals[3])
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{
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/* Find attribute. */
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const int offset = intersection_find_attribute(kg, object, ATTR_STD_MOTION_VERTEX_NORMAL);
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kernel_assert(offset != ATTR_STD_NOT_FOUND);
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/* Fetch normals. */
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float3 next_normals[3];
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motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step, normals);
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motion_triangle_normals_for_step(
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kg, tri_vindex, offset, numverts, numsteps, step + 1, next_normals);
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/* Interpolate between steps. */
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normals[0] = normalize((1.0f - t) * normals[0] + t * next_normals[0]);
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normals[1] = normalize((1.0f - t) * normals[1] + t * next_normals[1]);
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normals[2] = normalize((1.0f - t) * normals[2] + t * next_normals[2]);
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}
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ccl_device_inline void motion_triangle_vertices_and_normals(KernelGlobals kg,
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const int object,
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const int prim,
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const float time,
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float3 verts[3],
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float3 normals[3])
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{
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int numsteps;
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int step;
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float t;
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uint3 tri_vindex;
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motion_triangle_compute_info(kg, object, time, prim, &tri_vindex, &numsteps, &step, &t);
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const int numverts = kernel_data_fetch(objects, object).numverts;
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motion_triangle_vertices(kg, object, tri_vindex, numsteps, numverts, step, t, verts);
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motion_triangle_normals(kg, object, tri_vindex, numsteps, numverts, step, t, normals);
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}
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ccl_device_inline float3 motion_triangle_smooth_normal(KernelGlobals kg,
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const float3 Ng,
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const int object,
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const uint3 tri_vindex,
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const int numsteps,
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const int step,
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const float t,
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const float u,
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const float v)
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{
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float3 normals[3];
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const int numverts = kernel_data_fetch(objects, object).numverts;
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motion_triangle_normals(kg, object, tri_vindex, numsteps, numverts, step, t, normals);
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/* Interpolate between normals. */
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const float w = 1.0f - u - v;
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const float3 N = safe_normalize(w * normals[0] + u * normals[1] + v * normals[2]);
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return is_zero(N) ? Ng : N;
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}
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ccl_device_inline float3 motion_triangle_smooth_normal(KernelGlobals kg,
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const float3 Ng,
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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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float v,
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const float time)
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{
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int numsteps;
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int step;
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float t;
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uint3 tri_vindex;
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motion_triangle_compute_info(kg, object, time, prim, &tri_vindex, &numsteps, &step, &t);
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return motion_triangle_smooth_normal(kg, Ng, object, tri_vindex, numsteps, step, t, u, v);
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}
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/* Compute motion triangle normals at the hit position, and offsetted positions in x and y
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* direction for bump mapping. */
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ccl_device_inline float3 motion_triangle_smooth_normal(KernelGlobals kg,
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const float3 Ng,
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const int object,
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const int prim,
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const float time,
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const float u,
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const float v,
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const differential du,
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const differential dv,
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ccl_private float3 &N_x,
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ccl_private float3 &N_y)
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{
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int numsteps, step;
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float t;
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uint3 tri_vindex;
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motion_triangle_compute_info(kg, object, time, prim, &tri_vindex, &numsteps, &step, &t);
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float3 n[3];
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const int numverts = kernel_data_fetch(objects, object).numverts;
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motion_triangle_normals(kg, object, tri_vindex, numsteps, numverts, step, t, n);
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const float3 N = safe_normalize(triangle_interpolate(u, v, n[0], n[1], n[2]));
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N_x = safe_normalize(triangle_interpolate(u + du.dx, v + dv.dx, n[0], n[1], n[2]));
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N_y = safe_normalize(triangle_interpolate(u + du.dy, v + dv.dy, n[0], n[1], n[2]));
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N_x = is_zero(N_x) ? Ng : N_x;
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N_y = is_zero(N_y) ? Ng : N_y;
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return is_zero(N) ? Ng : N;
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}
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CCL_NAMESPACE_END
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