Files
workinf_Blender_Wasm/blender-5.2.0/intern/cycles/kernel/geom/triangle.h
2026-08-12 04:47:48 -04:00

341 lines
13 KiB
C++

/* 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<typename T>
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<float3>(
kg, ATTR_ELEMENT_VERTEX, position_attr_offset + tri_vindex.x);
const float3 v1 = attribute_data_fetch<float3>(
kg, ATTR_ELEMENT_VERTEX, position_attr_offset + tri_vindex.y);
const float3 v2 = attribute_data_fetch<float3>(
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<typename T>
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<typename T>
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<typename T>
ccl_device T triangle_attribute(KernelGlobals kg,
const ccl_private ShaderData *sd,
const AttributeDescriptor desc)
{
using BaseT = dual_base_t<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<BaseT>(kg, desc.element, desc.offset, i0, i1, i2, f);
if constexpr (is_dual_v<T>) {
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<BaseT>(kg, desc.element, desc.offset + sd->prim));
}
return make_zero<T>();
}
CCL_NAMESPACE_END