Files
test2/intern/cycles/kernel/geom/motion_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

254 lines
11 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
/* Motion Triangle Primitive
*
* These are stored as regular triangles, plus extra positions and normals at
* times other than the frame center. Computing the triangle vertex positions
* or normals at a given ray time is a matter of interpolation of the two steps
* between which the ray time lies.
*
* The extra positions and normals are stored as ATTR_STD_MOTION_VERTEX_POSITION
* and ATTR_STD_MOTION_VERTEX_NORMAL mesh attributes.
*/
#pragma once
#include "kernel/bvh/util.h"
#include "kernel/geom/triangle.h"
CCL_NAMESPACE_BEGIN
/* Time interpolation of vertex positions and normals */
ccl_device_inline void motion_triangle_verts_for_step(KernelGlobals kg,
const uint3 tri_vindex,
int offset,
const int numverts,
const int numsteps,
int step,
float3 verts[3])
{
if (step == numsteps) {
/* center step: regular vertex location */
verts[0] = kernel_data_fetch(tri_verts, tri_vindex.x);
verts[1] = kernel_data_fetch(tri_verts, tri_vindex.y);
verts[2] = kernel_data_fetch(tri_verts, tri_vindex.z);
}
else {
/* center step not store in this array */
if (step > numsteps) {
step--;
}
offset += step * numverts;
verts[0] = kernel_data_fetch(attributes_float3, offset + tri_vindex.x);
verts[1] = kernel_data_fetch(attributes_float3, offset + tri_vindex.y);
verts[2] = kernel_data_fetch(attributes_float3, offset + tri_vindex.z);
}
}
ccl_device_inline void motion_triangle_normals_for_step(KernelGlobals kg,
const uint3 tri_vindex,
int offset,
const int numverts,
const int numsteps,
int step,
float3 normals[3])
{
if (step == numsteps) {
/* center step: regular vertex location */
normals[0] = kernel_data_fetch(tri_vnormal, tri_vindex.x);
normals[1] = kernel_data_fetch(tri_vnormal, tri_vindex.y);
normals[2] = kernel_data_fetch(tri_vnormal, tri_vindex.z);
}
else {
/* center step is not stored in this array */
if (step > numsteps) {
step--;
}
offset += step * numverts;
normals[0] = kernel_data_fetch(attributes_float3, offset + tri_vindex.x);
normals[1] = kernel_data_fetch(attributes_float3, offset + tri_vindex.y);
normals[2] = kernel_data_fetch(attributes_float3, offset + tri_vindex.z);
}
}
ccl_device_inline void motion_triangle_compute_info(KernelGlobals kg,
const int object,
const float time,
const int prim,
ccl_private uint3 *tri_vindex,
ccl_private int *numsteps,
ccl_private int *step,
ccl_private float *t)
{
/* Get object motion info. */
*numsteps = kernel_data_fetch(objects, object).num_geom_steps;
/* Figure out which steps we need to fetch and their interpolation factor. */
const int maxstep = *numsteps * 2;
*step = min((int)(time * maxstep), maxstep - 1);
*t = time * maxstep - *step;
/* Get triangle indices. */
*tri_vindex = kernel_data_fetch(tri_vindex, prim);
}
ccl_device_inline void motion_triangle_vertices(KernelGlobals kg,
const int object,
const uint3 tri_vindex,
const int numsteps,
const int numverts,
const int step,
const float t,
float3 verts[3])
{
/* Find attribute. */
const int offset = intersection_find_attribute(kg, object, ATTR_STD_MOTION_VERTEX_POSITION);
kernel_assert(offset != ATTR_STD_NOT_FOUND);
/* Fetch vertex coordinates. */
float3 next_verts[3];
motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts);
motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step + 1, next_verts);
/* Interpolate between steps. */
verts[0] = (1.0f - t) * verts[0] + t * next_verts[0];
verts[1] = (1.0f - t) * verts[1] + t * next_verts[1];
verts[2] = (1.0f - t) * verts[2] + t * next_verts[2];
}
ccl_device_inline void motion_triangle_vertices(
KernelGlobals kg, const int object, const int prim, const float time, float3 verts[3])
{
int numsteps;
int step;
float t;
uint3 tri_vindex;
motion_triangle_compute_info(kg, object, time, prim, &tri_vindex, &numsteps, &step, &t);
const int numverts = kernel_data_fetch(objects, object).numverts;
motion_triangle_vertices(kg, object, tri_vindex, numsteps, numverts, step, t, verts);
}
ccl_device_inline void motion_triangle_normals(KernelGlobals kg,
const int object,
const uint3 tri_vindex,
const int numsteps,
const int numverts,
const int step,
const float t,
float3 normals[3])
{
/* Find attribute. */
const int offset = intersection_find_attribute(kg, object, ATTR_STD_MOTION_VERTEX_NORMAL);
kernel_assert(offset != ATTR_STD_NOT_FOUND);
/* Fetch normals. */
float3 next_normals[3];
motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step, normals);
motion_triangle_normals_for_step(
kg, tri_vindex, offset, numverts, numsteps, step + 1, next_normals);
/* Interpolate between steps. */
normals[0] = normalize((1.0f - t) * normals[0] + t * next_normals[0]);
normals[1] = normalize((1.0f - t) * normals[1] + t * next_normals[1]);
normals[2] = normalize((1.0f - t) * normals[2] + t * next_normals[2]);
}
ccl_device_inline void motion_triangle_vertices_and_normals(KernelGlobals kg,
const int object,
const int prim,
const float time,
float3 verts[3],
float3 normals[3])
{
int numsteps;
int step;
float t;
uint3 tri_vindex;
motion_triangle_compute_info(kg, object, time, prim, &tri_vindex, &numsteps, &step, &t);
const int numverts = kernel_data_fetch(objects, object).numverts;
motion_triangle_vertices(kg, object, tri_vindex, numsteps, numverts, step, t, verts);
motion_triangle_normals(kg, object, tri_vindex, numsteps, numverts, step, t, normals);
}
ccl_device_inline float3 motion_triangle_smooth_normal(KernelGlobals kg,
const float3 Ng,
const int object,
const uint3 tri_vindex,
const int numsteps,
const int step,
const float t,
const float u,
const float v)
{
float3 normals[3];
const int numverts = kernel_data_fetch(objects, object).numverts;
motion_triangle_normals(kg, object, tri_vindex, numsteps, numverts, step, t, normals);
/* Interpolate between normals. */
const float w = 1.0f - u - v;
const float3 N = safe_normalize(w * normals[0] + u * normals[1] + v * normals[2]);
return is_zero(N) ? Ng : N;
}
ccl_device_inline float3 motion_triangle_smooth_normal(KernelGlobals kg,
const float3 Ng,
const int object,
const int prim,
const float u,
float v,
const float time)
{
int numsteps;
int step;
float t;
uint3 tri_vindex;
motion_triangle_compute_info(kg, object, time, prim, &tri_vindex, &numsteps, &step, &t);
return motion_triangle_smooth_normal(kg, Ng, object, tri_vindex, numsteps, step, t, u, v);
}
/* Compute motion triangle normals at the hit position, and offsetted positions in x and y
* direction for bump mapping. */
ccl_device_inline float3 motion_triangle_smooth_normal(KernelGlobals kg,
const float3 Ng,
const int object,
const int prim,
const float time,
const float u,
const float v,
const differential du,
const differential dv,
ccl_private float3 &N_x,
ccl_private float3 &N_y)
{
int numsteps, step;
float t;
uint3 tri_vindex;
motion_triangle_compute_info(kg, object, time, prim, &tri_vindex, &numsteps, &step, &t);
float3 n[3];
const int numverts = kernel_data_fetch(objects, object).numverts;
motion_triangle_normals(kg, object, tri_vindex, numsteps, numverts, step, t, n);
const float3 N = safe_normalize(triangle_interpolate(u, v, n[0], n[1], n[2]));
N_x = safe_normalize(triangle_interpolate(u + du.dx, v + dv.dx, n[0], n[1], n[2]));
N_y = safe_normalize(triangle_interpolate(u + du.dy, v + dv.dy, n[0], n[1], n[2]));
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_NAMESPACE_END