Blender V2.61 - r43446
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00001 /* 00002 * Copyright 2011, Blender Foundation. 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 */ 00018 00019 CCL_NAMESPACE_BEGIN 00020 00021 /* Point on triangle for Moller-Trumbore triangles */ 00022 __device_inline float3 triangle_point_MT(KernelGlobals *kg, int tri_index, float u, float v) 00023 { 00024 /* load triangle vertices */ 00025 float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index)); 00026 00027 float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x))); 00028 float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y))); 00029 float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z))); 00030 00031 /* compute point */ 00032 float t = 1.0f - u - v; 00033 return (u*v0 + v*v1 + t*v2); 00034 } 00035 00036 /* Sample point on triangle */ 00037 __device_inline float3 triangle_sample_MT(KernelGlobals *kg, int tri_index, float randu, float randv) 00038 { 00039 /* compute point */ 00040 randu = sqrtf(randu); 00041 00042 float u = 1.0f - randu; 00043 float v = randv*randu; 00044 00045 return triangle_point_MT(kg, tri_index, u, v); 00046 } 00047 00048 /* Normal for Moller-Trumbore triangles */ 00049 __device_inline float3 triangle_normal_MT(KernelGlobals *kg, int tri_index, int *shader) 00050 { 00051 #if 0 00052 /* load triangle vertices */ 00053 float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index)); 00054 00055 float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x))); 00056 float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y))); 00057 float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z))); 00058 00059 /* compute normal */ 00060 return normalize(cross(v2 - v0, v1 - v0)); 00061 #else 00062 float4 Nm = kernel_tex_fetch(__tri_normal, tri_index); 00063 *shader = __float_as_int(Nm.w); 00064 return make_float3(Nm.x, Nm.y, Nm.z); 00065 #endif 00066 } 00067 00068 __device_inline float3 triangle_smooth_normal(KernelGlobals *kg, int tri_index, float u, float v) 00069 { 00070 /* load triangle vertices */ 00071 float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri_index)); 00072 00073 float3 n0 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.x))); 00074 float3 n1 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.y))); 00075 float3 n2 = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.z))); 00076 00077 return normalize((1.0f - u - v)*n2 + u*n0 + v*n1); 00078 } 00079 00080 __device_inline void triangle_dPdudv(KernelGlobals *kg, float3 *dPdu, float3 *dPdv, int tri) 00081 { 00082 /* fetch triangle vertex coordinates */ 00083 float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, tri)); 00084 00085 float3 p0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x))); 00086 float3 p1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y))); 00087 float3 p2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z))); 00088 00089 /* compute derivatives of P w.r.t. uv */ 00090 *dPdu = (p0 - p2); 00091 *dPdv = (p1 - p2); 00092 } 00093 00094 /* attributes */ 00095 00096 __device float triangle_attribute_float(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float *dx, float *dy) 00097 { 00098 if(elem == ATTR_ELEMENT_FACE) { 00099 if(dx) *dx = 0.0f; 00100 if(dy) *dy = 0.0f; 00101 00102 return kernel_tex_fetch(__attributes_float, offset + sd->prim); 00103 } 00104 else if(elem == ATTR_ELEMENT_VERTEX) { 00105 float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim)); 00106 00107 float f0 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.x)); 00108 float f1 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.y)); 00109 float f2 = kernel_tex_fetch(__attributes_float, offset + __float_as_int(tri_vindex.z)); 00110 00111 #ifdef __RAY_DIFFERENTIALS__ 00112 if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2; 00113 if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2; 00114 #endif 00115 00116 return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2; 00117 } 00118 else if(elem == ATTR_ELEMENT_CORNER) { 00119 int tri = offset + sd->prim*3; 00120 float f0 = kernel_tex_fetch(__attributes_float, tri + 0); 00121 float f1 = kernel_tex_fetch(__attributes_float, tri + 1); 00122 float f2 = kernel_tex_fetch(__attributes_float, tri + 2); 00123 00124 #ifdef __RAY_DIFFERENTIALS__ 00125 if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2; 00126 if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2; 00127 #endif 00128 00129 return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2; 00130 } 00131 else { 00132 if(dx) *dx = 0.0f; 00133 if(dy) *dy = 0.0f; 00134 00135 return 0.0f; 00136 } 00137 } 00138 00139 __device float3 triangle_attribute_float3(KernelGlobals *kg, const ShaderData *sd, AttributeElement elem, int offset, float3 *dx, float3 *dy) 00140 { 00141 if(elem == ATTR_ELEMENT_FACE) { 00142 if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f); 00143 if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f); 00144 00145 return float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + sd->prim)); 00146 } 00147 else if(elem == ATTR_ELEMENT_VERTEX) { 00148 float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim)); 00149 00150 float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x))); 00151 float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y))); 00152 float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.z))); 00153 00154 #ifdef __RAY_DIFFERENTIALS__ 00155 if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2; 00156 if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2; 00157 #endif 00158 00159 return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2; 00160 } 00161 else if(elem == ATTR_ELEMENT_CORNER) { 00162 int tri = offset + sd->prim*3; 00163 float3 f0 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 0)); 00164 float3 f1 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 1)); 00165 float3 f2 = float4_to_float3(kernel_tex_fetch(__attributes_float3, tri + 2)); 00166 00167 #ifdef __RAY_DIFFERENTIALS__ 00168 if(dx) *dx = sd->du.dx*f0 + sd->dv.dx*f1 - (sd->du.dx + sd->dv.dx)*f2; 00169 if(dy) *dy = sd->du.dy*f0 + sd->dv.dy*f1 - (sd->du.dy + sd->dv.dy)*f2; 00170 #endif 00171 00172 return sd->u*f0 + sd->v*f1 + (1.0f - sd->u - sd->v)*f2; 00173 } 00174 else { 00175 if(dx) *dx = make_float3(0.0f, 0.0f, 0.0f); 00176 if(dy) *dy = make_float3(0.0f, 0.0f, 0.0f); 00177 00178 return make_float3(0.0f, 0.0f, 0.0f); 00179 } 00180 } 00181 00182 CCL_NAMESPACE_END 00183