/* 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 are stored as additional motion steps in ATTR_STD_POSITION, * normals in ATTR_STD_VERTEX_NORMAL or ATTR_STD_CORNER_NORMAL. */ #pragma once #include "kernel/bvh/util.h" #include "kernel/geom/attribute.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]) { const int center_step = (numsteps - 1) / 2; if (step == center_step) { /* Center step: first in the array. */ } else { /* Non-center step, stored after center with center index skipped. */ if (step < center_step) { step++; } offset += step * numverts; } verts[0] = kernel_data_fetch(tri_verts, offset + tri_vindex.x); verts[1] = kernel_data_fetch(tri_verts, offset + tri_vindex.y); verts[2] = kernel_data_fetch(tri_verts, offset + tri_vindex.z); } ccl_device_inline void motion_triangle_normals_for_step(KernelGlobals kg, const int object, const int object_flag, const int prim, const uint3 tri_vindex, int offset, const int numsteps, int step, float3 normals[3]) { const int center_step = (numsteps - 1) / 2; if (step == center_step) { /* Center step: first in the array. */ } else { /* Non-center step: stored after center with center index skipped. */ int stride; if (object_flag & SD_OBJECT_HAS_CORNER_NORMALS) { stride = kernel_data_fetch(objects, object).mesh_volume.num_prims * 3; } else { stride = kernel_data_fetch(objects, object).numverts; } if (step < center_step) { step++; } offset += step * stride; } 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 { i0 = tri_vindex.x; i1 = tri_vindex.y; i2 = tri_vindex.z; } attribute_data_fetch_normals(kg, offset, i0, i1, i2, normals); } 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 - 1; *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]) { /* Fetch vertex coordinates. */ const int offset = kernel_data_fetch(objects, object).position_offset; 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 int prim, const uint3 tri_vindex, const int numsteps, const int step, const float t, float3 normals[3]) { /* Fetch normals. */ const int object_flag = kernel_data_fetch(object_flag, object); const int offset = kernel_data_fetch(objects, object).mesh_volume.normal_offset; float3 next_normals[3]; motion_triangle_normals_for_step( kg, object, object_flag, prim, tri_vindex, offset, numsteps, step, normals); motion_triangle_normals_for_step( kg, object, object_flag, prim, tri_vindex, offset, 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 ccl_private ShaderData *sd, float3 verts[3], float3 normals[3]) { const int object = sd->object; int numsteps, step; float t; uint3 tri_vindex; motion_triangle_compute_info(kg, object, sd->time, sd->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, sd->prim, tri_vindex, numsteps, step, t, normals); } ccl_device_inline float3 motion_triangle_smooth_normal(KernelGlobals kg, const float3 Ng, const int object, const int prim, const uint3 tri_vindex, const int numsteps, const int step, const float t, const float u, const float v) { float3 normals[3]; motion_triangle_normals(kg, object, prim, tri_vindex, numsteps, 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, prim, 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]; motion_triangle_normals(kg, object, prim, tri_vindex, numsteps, 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