/* 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 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 int position_offset = kernel_data_fetch(objects, sd->object).position_offset; const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim); const float3 v0 = kernel_data_fetch(tri_verts, position_offset + tri_vindex.x); const float3 v1 = kernel_data_fetch(tri_verts, position_offset + tri_vindex.y); const float3 v2 = kernel_data_fetch(tri_verts, position_offset + 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)); } /* Face normal of undisplaced triangle, from vertex positions stored as attribute. */ ccl_device_inline float3 triangle_face_normal_undisplaced(KernelGlobals kg, ccl_private const ShaderData *sd, const int position_attr_offset) { const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim); const float3 v0 = attribute_data_fetch( kg, ATTR_ELEMENT_VERTEX, position_attr_offset + tri_vindex.x); const float3 v1 = attribute_data_fetch( kg, ATTR_ELEMENT_VERTEX, position_attr_offset + tri_vindex.y); const float3 v2 = attribute_data_fetch( kg, ATTR_ELEMENT_VERTEX, position_attr_offset + tri_vindex.z); 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 int position_offset = kernel_data_fetch(objects, object).position_offset; const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim); const float3 v0 = kernel_data_fetch(tri_verts, position_offset + tri_vindex.x); const float3 v1 = kernel_data_fetch(tri_verts, position_offset + tri_vindex.y); const float3 v2 = kernel_data_fetch(tri_verts, position_offset + tri_vindex.z); /* compute point */ const float w = 1.0f - u - v; *P = (w * v0 + u * v1 + v * v2); /* get object flags */ const uint 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 object, const int prim, float3 P[3]) { const int position_offset = kernel_data_fetch(objects, object).position_offset; const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim); P[0] = kernel_data_fetch(tri_verts, position_offset + tri_vindex.x); P[1] = kernel_data_fetch(tri_verts, position_offset + tri_vindex.y); P[2] = kernel_data_fetch(tri_verts, position_offset + tri_vindex.z); } /* Triangle vertex locations and vertex normals */ ccl_device_inline void triangle_vertices_and_normals(KernelGlobals kg, ccl_private const ShaderData *sd, float3 P[3], float3 N[3]) { const int position_offset = kernel_data_fetch(objects, sd->object).position_offset; const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim); P[0] = kernel_data_fetch(tri_verts, position_offset + tri_vindex.x); P[1] = kernel_data_fetch(tri_verts, position_offset + tri_vindex.y); P[2] = kernel_data_fetch(tri_verts, position_offset + tri_vindex.z); const int normal_offset = kernel_data_fetch(objects, sd->object).normal_offset; int i0, i1, i2; if (sd->object_flag & SD_OBJECT_HAS_CORNER_NORMALS) { i0 = sd->prim * 3 + 0; i1 = sd->prim * 3 + 1; i2 = sd->prim * 3 + 2; } else { i0 = tri_vindex.x; i1 = tri_vindex.y; i2 = tri_vindex.z; } attribute_data_fetch_normals(kg, normal_offset, i0, i1, i2, N); } /* Interpolate smooth vertex normal from vertices */ ccl_device_inline float3 triangle_smooth_normal( KernelGlobals kg, float3 Ng, int object, int object_flag, int prim, float u, float v) { const int normal_offset = kernel_data_fetch(objects, object).normal_offset; int i0, i1, i2; if (object_flag & SD_OBJECT_HAS_CORNER_NORMALS) { i0 = prim * 3 + 0; i1 = prim * 3 + 1; i2 = prim * 3 + 2; } else { const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim); i0 = tri_vindex.x; i1 = tri_vindex.y; i2 = tri_vindex.z; } const float3 N = safe_normalize( attribute_data_interpolate_normals(kg, normal_offset, i0, i1, i2, u, v)); 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 object, const int object_flag, const int prim, const float u, float v, const differential du, const differential dv, ccl_private float3 &N_x, ccl_private float3 &N_y) { const int normal_offset = kernel_data_fetch(objects, object).normal_offset; int i0, i1, i2; if (object_flag & SD_OBJECT_HAS_CORNER_NORMALS) { i0 = prim * 3 + 0; i1 = prim * 3 + 1; i2 = prim * 3 + 2; } else { const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim); i0 = tri_vindex.x; i1 = tri_vindex.y; i2 = tri_vindex.z; } float3 n[3]; attribute_data_fetch_normals(kg, normal_offset, i0, i1, i2, 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; } /* Special variation for normal mapping, where we want to match the unnormalized object * space interpolation as assumed by normal map baking exactly. An exact match avoids * discontinuities across UV seams.*/ ccl_device_inline float3 triangle_smooth_normal_unnormalized_object_space( KernelGlobals kg, ccl_private const ShaderData *sd) { const int normal_offset = kernel_data_fetch(objects, sd->object).normal_offset; int i0, i1, i2; if (sd->object_flag & SD_OBJECT_HAS_CORNER_NORMALS) { i0 = sd->prim * 3 + 0; i1 = sd->prim * 3 + 1; i2 = sd->prim * 3 + 2; } else { const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim); i0 = tri_vindex.x; i1 = tri_vindex.y; i2 = tri_vindex.z; } float3 n[3]; attribute_data_fetch_normals(kg, normal_offset, i0, i1, i2, n); if (sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED) { object_inverse_normal_transform(kg, sd, &n[0]); object_inverse_normal_transform(kg, sd, &n[1]); object_inverse_normal_transform(kg, sd, &n[2]); } const float3 N = safe_normalize(triangle_interpolate(sd->u, sd->v, n[0], n[1], n[2])); return is_zero(N) ? sd->Ng : N; } /* Ray differentials on triangle */ ccl_device_inline void triangle_dPdudv(KernelGlobals kg, const int object, const int prim, ccl_private float3 *dPdu, ccl_private float3 *dPdv) { /* fetch triangle vertex coordinates */ const int position_offset = kernel_data_fetch(objects, object).position_offset; const uint3 tri_vindex = kernel_data_fetch(tri_vindex, prim); const float3 p0 = kernel_data_fetch(tri_verts, position_offset + tri_vindex.x); const float3 p1 = kernel_data_fetch(tri_verts, position_offset + tri_vindex.y); const float3 p2 = kernel_data_fetch(tri_verts, position_offset + 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 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 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. T is the return type, which can be a plain type * (float, float3, etc.) or a dual type (dual1, dual3, etc.) to include derivatives. */ template ccl_device T triangle_attribute(KernelGlobals kg, const ccl_private ShaderData *sd, const AttributeDescriptor desc) { using BaseT = dual_base_t; if (desc.element & (ATTR_ELEMENT_VERTEX | ATTR_ELEMENT_CORNER)) { int i0, i1, i2; if (desc.element & ATTR_ELEMENT_VERTEX) { const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim); i0 = tri_vindex.x; i1 = tri_vindex.y; i2 = tri_vindex.z; } else { /* Corner attributes. */ const int tri = sd->prim * 3; i0 = tri + 0; i1 = tri + 1; i2 = tri + 2; } BaseT f[3]; attribute_data_fetch_3(kg, desc.element, desc.offset, i0, i1, i2, f); if constexpr (is_dual_v) { T result; result.val = triangle_interpolate(sd->u, sd->v, f[0], f[1], f[2]); #ifdef __RAY_DIFFERENTIALS__ result.dx = triangle_attribute_dfdx(sd->du, sd->dv, f[0], f[1], f[2]); result.dy = triangle_attribute_dfdy(sd->du, sd->dv, f[0], f[1], f[2]); #endif return result; } else { return triangle_interpolate(sd->u, sd->v, f[0], f[1], f[2]); } } if (desc.element & ATTR_ELEMENT_FACE) { return T(attribute_data_fetch(kg, desc.element, desc.offset + sd->prim)); } return make_zero(); } CCL_NAMESPACE_END