374 lines
13 KiB
C++
374 lines
13 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
|
|
*
|
|
* SPDX-License-Identifier: Apache-2.0 */
|
|
|
|
/* Primitive Utilities
|
|
*
|
|
* Generic functions to look up mesh, curve and volume primitive attributes for
|
|
* shading and render passes. */
|
|
|
|
#pragma once
|
|
|
|
#include "kernel/globals.h"
|
|
|
|
#include "kernel/camera/projection.h"
|
|
|
|
#include "kernel/geom/attribute.h"
|
|
#include "kernel/geom/curve.h"
|
|
#include "kernel/geom/object.h"
|
|
#include "kernel/geom/point.h"
|
|
#include "kernel/geom/triangle.h"
|
|
#include "kernel/geom/volume.h"
|
|
|
|
CCL_NAMESPACE_BEGIN
|
|
|
|
/* Surface Attributes
|
|
*
|
|
* Read geometry attributes for surface shading. This is distinct from volume
|
|
* attributes for performance, mainly for GPU performance to avoid bringing in
|
|
* heavy volume interpolation code. */
|
|
|
|
template<typename T>
|
|
ccl_device_forceinline T primitive_surface_attribute(KernelGlobals kg,
|
|
const ccl_private ShaderData *sd,
|
|
const AttributeDescriptor desc)
|
|
{
|
|
using BaseT = dual_base_t<T>;
|
|
|
|
if (desc.element & (ATTR_ELEMENT_OBJECT | ATTR_ELEMENT_MESH)) {
|
|
return T(attribute_data_fetch<BaseT>(kg, desc.element, desc.offset));
|
|
}
|
|
|
|
if (sd->type & PRIMITIVE_TRIANGLE) {
|
|
return triangle_attribute<T>(kg, sd, desc);
|
|
}
|
|
#ifdef __HAIR__
|
|
if (sd->type & PRIMITIVE_CURVE) {
|
|
return curve_attribute<T>(kg, sd, desc);
|
|
}
|
|
#endif
|
|
#ifdef __POINTCLOUD__
|
|
else if (sd->type & PRIMITIVE_POINT) {
|
|
return point_attribute<T>(kg, sd, desc);
|
|
}
|
|
#endif
|
|
else {
|
|
return make_zero<T>();
|
|
}
|
|
}
|
|
|
|
/* Set sd->N to the undisplaced normal. For smooth shading, use the stored undisplaced
|
|
* normal attribute. For flat shading, compute the geometric face normal from undisplaced
|
|
* triangle positions. */
|
|
ccl_device void primitive_normal_set_undisplaced(KernelGlobals kg,
|
|
ccl_private ShaderData *sd,
|
|
const int position_undisplaced_offset)
|
|
{
|
|
float3 N;
|
|
|
|
if (sd->shader & SHADER_SMOOTH_NORMAL) {
|
|
const AttributeDescriptor ndesc = find_attribute(kg, sd, ATTR_STD_NORMAL_UNDISPLACED);
|
|
if (!is_attribute_found(ndesc)) {
|
|
return;
|
|
}
|
|
N = safe_normalize(primitive_surface_attribute<float3>(kg, sd, ndesc));
|
|
}
|
|
else {
|
|
N = triangle_face_normal_undisplaced(kg, sd, position_undisplaced_offset);
|
|
}
|
|
|
|
object_normal_transform(kg, sd, &N);
|
|
sd->N = (sd->flag & SD_BACKFACING) ? -N : N;
|
|
}
|
|
|
|
#ifdef __VOLUME__
|
|
/* Volume Attributes
|
|
*
|
|
* Read geometry attributes for volume shading. This is distinct from surface
|
|
* attributes for performance, mainly for GPU performance to avoid bringing in
|
|
* heavy volume interpolation code. */
|
|
|
|
ccl_device_forceinline bool primitive_is_volume_attribute(const ccl_private ShaderData *sd)
|
|
{
|
|
return sd->type == PRIMITIVE_VOLUME;
|
|
}
|
|
|
|
template<typename T>
|
|
ccl_device_inline T primitive_volume_attribute(KernelGlobals kg,
|
|
ccl_private ShaderData *sd,
|
|
const AttributeDescriptor desc,
|
|
const bool stochastic)
|
|
{
|
|
if (primitive_is_volume_attribute(sd)) {
|
|
return volume_attribute_value<T>(volume_attribute_float4(kg, sd, desc, stochastic));
|
|
}
|
|
return make_zero<T>();
|
|
}
|
|
#endif
|
|
|
|
/* Default UV coordinate */
|
|
|
|
ccl_device_forceinline float3 primitive_uv(KernelGlobals kg, const ccl_private ShaderData *sd)
|
|
{
|
|
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_UV);
|
|
|
|
if (!is_attribute_found(desc)) {
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
|
|
const float2 uv = primitive_surface_attribute<float2>(kg, sd, desc);
|
|
return make_float3(uv.x, uv.y, 1.0f);
|
|
}
|
|
|
|
/* PTEX coordinates. */
|
|
|
|
ccl_device bool primitive_ptex(KernelGlobals kg,
|
|
ccl_private ShaderData *sd,
|
|
ccl_private float2 *uv,
|
|
ccl_private int *face_id)
|
|
{
|
|
/* storing ptex data as attributes is not memory efficient but simple for tests */
|
|
const AttributeDescriptor desc_face_id = find_attribute(kg, sd, ATTR_STD_PTEX_FACE_ID);
|
|
const AttributeDescriptor desc_uv = find_attribute(kg, sd, ATTR_STD_PTEX_UV);
|
|
|
|
if (!is_attribute_found(desc_face_id) || !is_attribute_found(desc_uv)) {
|
|
return false;
|
|
}
|
|
|
|
const float3 uv3 = primitive_surface_attribute<float3>(kg, sd, desc_uv);
|
|
const float face_id_f = primitive_surface_attribute<float>(kg, sd, desc_face_id);
|
|
|
|
*uv = make_float2(uv3.x, uv3.y);
|
|
*face_id = (int)face_id_f;
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Surface tangent */
|
|
|
|
template<typename Float3Type>
|
|
ccl_device Float3Type primitive_tangent(KernelGlobals kg, ccl_private ShaderData *sd)
|
|
{
|
|
#if defined(__HAIR__) || defined(__POINTCLOUD__)
|
|
if (sd->type & (PRIMITIVE_CURVE | PRIMITIVE_POINT)) {
|
|
# ifdef __DPDU__
|
|
return Float3Type(normalize(sd->dPdu));
|
|
}
|
|
# else
|
|
return make_zero<Float3Type>();
|
|
# endif
|
|
#endif
|
|
|
|
/* try to create spherical tangent from generated coordinates */
|
|
const AttributeDescriptor desc = find_attribute(kg, sd, ATTR_STD_GENERATED);
|
|
|
|
if (is_attribute_found(desc)) {
|
|
if constexpr (is_dual_v<Float3Type>) {
|
|
dual3 data = primitive_surface_attribute<dual3>(kg, sd, desc);
|
|
data = make_float3(-(data.y() - 0.5f), (data.x() - 0.5f), dual1());
|
|
object_normal_transform(kg, sd, &data);
|
|
return cross(sd->N, normalize(cross(data, sd->N)));
|
|
}
|
|
else {
|
|
float3 data = primitive_surface_attribute<float3>(kg, sd, desc);
|
|
data = make_float3(-(data.y - 0.5f), (data.x - 0.5f), 0.0f);
|
|
object_normal_transform(kg, sd, &data);
|
|
return cross(sd->N, normalize(cross(data, sd->N)));
|
|
}
|
|
}
|
|
/* otherwise use surface derivatives */
|
|
#ifdef __DPDU__
|
|
return Float3Type(normalize(sd->dPdu));
|
|
#else
|
|
return make_zero<Float3Type>();
|
|
#endif
|
|
}
|
|
|
|
/* Motion vector common */
|
|
|
|
ccl_device_inline float3 primitive_motion_position(KernelGlobals kg,
|
|
const ccl_private ShaderData *sd,
|
|
const int offset)
|
|
{
|
|
#if defined(__HAIR__)
|
|
if (sd->type & PRIMITIVE_CURVE) {
|
|
const KernelCurve curve = kernel_data_fetch(curves, sd->prim);
|
|
const int k0 = curve.first_key + PRIMITIVE_UNPACK_SEGMENT(sd->type);
|
|
const int k1 = k0 + 1;
|
|
const float4 f0 = kernel_data_fetch(curve_keys, offset + k0);
|
|
const float4 f1 = kernel_data_fetch(curve_keys, offset + k1);
|
|
return make_float3(mix(f0, f1, sd->u));
|
|
}
|
|
#endif
|
|
#if defined(__POINTCLOUD__)
|
|
if (sd->type & PRIMITIVE_POINT) {
|
|
return make_float3(kernel_data_fetch(points, offset + sd->prim));
|
|
}
|
|
#endif
|
|
const uint3 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
|
|
const float3 v0 = kernel_data_fetch(tri_verts, offset + tri_vindex.x);
|
|
const float3 v1 = kernel_data_fetch(tri_verts, offset + tri_vindex.y);
|
|
const float3 v2 = kernel_data_fetch(tri_verts, offset + tri_vindex.z);
|
|
return triangle_interpolate(sd->u, sd->v, v0, v1, v2);
|
|
}
|
|
|
|
ccl_device_forceinline void primitive_motion_data_without_camera(KernelGlobals kg,
|
|
const ccl_private ShaderData *sd,
|
|
ccl_private float3 *motion_center,
|
|
ccl_private float3 *motion_pre,
|
|
ccl_private float3 *motion_post)
|
|
{
|
|
#if defined(__HAIR__) || defined(__POINTCLOUD__)
|
|
const bool is_curve_or_point = sd->type & (PRIMITIVE_CURVE | PRIMITIVE_POINT);
|
|
if (is_curve_or_point) {
|
|
*motion_center = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
if (sd->type & PRIMITIVE_CURVE) {
|
|
# if defined(__HAIR__)
|
|
*motion_center = curve_motion_center_location(kg, sd);
|
|
# endif
|
|
}
|
|
else if (sd->type & PRIMITIVE_POINT) {
|
|
# if defined(__POINTCLOUD__)
|
|
*motion_center = point_motion_center_location(kg, sd);
|
|
# endif
|
|
}
|
|
|
|
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
|
|
object_position_transform(kg, sd, motion_center);
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
*motion_center = sd->P;
|
|
}
|
|
|
|
*motion_pre = *motion_center;
|
|
*motion_post = *motion_center;
|
|
|
|
/* deformation motion */
|
|
const ccl_global KernelObject &kobject = kernel_data_fetch(objects, sd->object);
|
|
const int pos_offset = kobject.position_offset;
|
|
const int numverts = kobject.numverts;
|
|
const int num_motion_steps = kobject.num_geom_steps;
|
|
|
|
if (sd->object_flag & SD_OBJECT_HAS_VERTEX_MOTION) {
|
|
/* Motion steps are stored after the center position in the dedicated position arrays. */
|
|
int offset = pos_offset + numverts;
|
|
*motion_pre = primitive_motion_position(kg, sd, offset);
|
|
if (num_motion_steps > 2) {
|
|
offset += numverts;
|
|
*motion_post = primitive_motion_position(kg, sd, offset);
|
|
}
|
|
else {
|
|
object_inverse_position_transform(kg, sd, motion_post);
|
|
}
|
|
}
|
|
|
|
/* object motion. note that depending on the mesh having motion vectors, this
|
|
* transformation was set match the world/object space of motion_pre/post */
|
|
Transform tfm;
|
|
|
|
tfm = object_fetch_motion_pass_transform(kg, sd->object, OBJECT_PASS_MOTION_PRE);
|
|
*motion_pre = transform_point(&tfm, *motion_pre);
|
|
|
|
tfm = object_fetch_motion_pass_transform(kg, sd->object, OBJECT_PASS_MOTION_POST);
|
|
*motion_post = transform_point(&tfm, *motion_post);
|
|
}
|
|
|
|
ccl_device_forceinline void primitive_motion_data_camera_step(KernelGlobals kg,
|
|
ccl_private float3 *motion_center,
|
|
ccl_private float3 *motion_pre,
|
|
ccl_private float3 *motion_post)
|
|
{
|
|
Transform tfm;
|
|
|
|
/* camera motion, for perspective/orthographic motion.pre/post will be a
|
|
* world-to-raster matrix, for panorama it's world-to-camera, for custom
|
|
* we fall back to the world position until we have inverse mapping for it */
|
|
if (kernel_data.cam.type == CAMERA_CUSTOM) {
|
|
/* TODO: Custom cameras don't have inverse mappings yet, so we fall back to
|
|
* camera-space vectors here for now. */
|
|
tfm = kernel_data.cam.worldtocamera;
|
|
*motion_center = normalize(transform_point(&tfm, *motion_center));
|
|
|
|
tfm = kernel_data.cam.motion_pass_pre;
|
|
*motion_pre = normalize(transform_point(&tfm, *motion_pre));
|
|
|
|
tfm = kernel_data.cam.motion_pass_post;
|
|
*motion_post = normalize(transform_point(&tfm, *motion_post));
|
|
}
|
|
else if (kernel_data.cam.type != CAMERA_PANORAMA) {
|
|
/* Perspective and orthographics camera use the world-to-raster matrix. */
|
|
ProjectionTransform projection = kernel_data.cam.worldtoraster;
|
|
*motion_center = transform_perspective(&projection, *motion_center);
|
|
|
|
projection = kernel_data.cam.perspective_pre;
|
|
*motion_pre = transform_perspective(&projection, *motion_pre);
|
|
|
|
projection = kernel_data.cam.perspective_post;
|
|
*motion_post = transform_perspective(&projection, *motion_post);
|
|
}
|
|
else {
|
|
/* Panorama cameras have their own inverse mappings. */
|
|
tfm = kernel_data.cam.worldtocamera;
|
|
*motion_center = normalize(transform_point(&tfm, *motion_center));
|
|
*motion_center = make_float3(direction_to_panorama(&kernel_data.cam, *motion_center));
|
|
motion_center->x *= kernel_data.cam.width;
|
|
motion_center->y *= kernel_data.cam.height;
|
|
|
|
tfm = kernel_data.cam.motion_pass_pre;
|
|
*motion_pre = normalize(transform_point(&tfm, *motion_pre));
|
|
*motion_pre = make_float3(direction_to_panorama(&kernel_data.cam, *motion_pre));
|
|
motion_pre->x *= kernel_data.cam.width;
|
|
motion_pre->y *= kernel_data.cam.height;
|
|
|
|
tfm = kernel_data.cam.motion_pass_post;
|
|
*motion_post = normalize(transform_point(&tfm, *motion_post));
|
|
*motion_post = make_float3(direction_to_panorama(&kernel_data.cam, *motion_post));
|
|
motion_post->x *= kernel_data.cam.width;
|
|
motion_post->y *= kernel_data.cam.height;
|
|
}
|
|
}
|
|
|
|
/* Motion vector for motion pass */
|
|
|
|
ccl_device_forceinline float4 primitive_motion_vector(KernelGlobals kg,
|
|
const ccl_private ShaderData *sd)
|
|
{
|
|
float3 motion_center, motion_pre, motion_post;
|
|
primitive_motion_data_without_camera(kg, sd, &motion_center, &motion_pre, &motion_post);
|
|
primitive_motion_data_camera_step(kg, &motion_center, &motion_pre, &motion_post);
|
|
|
|
motion_pre = motion_pre - motion_center;
|
|
motion_post = motion_center - motion_post;
|
|
|
|
return make_float4(motion_pre.x, motion_pre.y, motion_post.x, motion_post.y);
|
|
}
|
|
|
|
/* Motion vector for denoising backward motion pass */
|
|
|
|
ccl_device_forceinline float3
|
|
primitive_motion_vector_backward_depth_delta(KernelGlobals kg, const ccl_private ShaderData *sd)
|
|
{
|
|
Transform tfm;
|
|
float3 motion_center, motion_pre, motion_post;
|
|
primitive_motion_data_without_camera(kg, sd, &motion_center, &motion_pre, &motion_post);
|
|
|
|
/* Get camera-space vectors for linear depth delta. */
|
|
tfm = kernel_data.cam.worldtocamera;
|
|
float3 motion_center_cam = transform_point(&tfm, motion_center);
|
|
tfm = kernel_data.cam.motion_pass_pre;
|
|
float3 motion_pre_cam = transform_point(&tfm, motion_pre);
|
|
|
|
primitive_motion_data_camera_step(kg, &motion_center, &motion_pre, &motion_post);
|
|
|
|
motion_pre = motion_pre - motion_center;
|
|
float linear_depth_delta_pre = motion_pre_cam.z - motion_center_cam.z;
|
|
|
|
return make_float3(motion_pre.x, motion_pre.y, linear_depth_delta_pre);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|