blender/intern/cycles/kernel/svm/wireframe.h
Brecht Van Lommel 0baa98866c Refactor: Cycles: Mesh positions include motion, store kernel attribute
Motion is now part of the position attribute. On the kernel side, this
position is now stored as an attribute as well, replacing the previous
motion only attribute.

Pull Request: https://projects.blender.org/blender/blender/pulls/158728
2026-05-27 22:01:25 +02:00

110 lines
3.4 KiB
C

/* SPDX-FileCopyrightText: 2009-2010 Sony Pictures Imageworks Inc., et al. All Rights Reserved.
* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: BSD-3-Clause
*
* Adapted code from Open Shading Language. */
#pragma once
#include "kernel/geom/motion_triangle.h"
#include "kernel/geom/object.h"
#include "kernel/geom/triangle.h"
#include "kernel/svm/node_types.h"
#include "kernel/svm/util.h"
#include "kernel/util/differential.h"
#include "util/math_base.h"
CCL_NAMESPACE_BEGIN
/* Wireframe Node */
ccl_device_inline float wireframe(KernelGlobals kg,
ccl_private ShaderData *sd,
const differential3 dP,
const float size,
const int pixel_size,
ccl_private float3 *P)
{
#if defined(__HAIR__) || defined(__POINTCLOUD__)
if (sd->prim != PRIM_NONE && sd->type & PRIMITIVE_TRIANGLE)
#else
if (sd->prim != PRIM_NONE)
#endif
{
float3 Co[3];
float pixelwidth = 1.0f;
/* Triangles */
const int np = 3;
if (sd->type & PRIMITIVE_MOTION) {
motion_triangle_vertices(kg, sd->object, sd->prim, sd->time, Co);
}
else {
triangle_vertices(kg, sd->object, sd->prim, Co);
}
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &Co[0]);
object_position_transform(kg, sd, &Co[1]);
object_position_transform(kg, sd, &Co[2]);
}
if (pixel_size) {
// Project the derivatives of P to the viewing plane defined
// by I so we have a measure of how big is a pixel at this point
const float pixelwidth_x = len(dP.dx - dot(dP.dx, sd->wi) * sd->wi);
const float pixelwidth_y = len(dP.dy - dot(dP.dy, sd->wi) * sd->wi);
// Take the average of both axis' length
pixelwidth = (pixelwidth_x + pixelwidth_y) * 0.5f;
}
// Use half the width as the neighbor face will render the
// other half. And take the square for fast comparison
pixelwidth *= 0.5f * size;
pixelwidth *= pixelwidth;
for (int i = 0; i < np; i++) {
const int i2 = i ? i - 1 : np - 1;
const float3 dir = *P - Co[i];
const float3 edge = Co[i] - Co[i2];
const float3 crs = cross(edge, dir);
// At this point dot(crs, crs) / dot(edge, edge) is
// the square of area / length(edge) == square of the
// distance to the edge.
if (dot(crs, crs) < (dot(edge, edge) * pixelwidth)) {
return 1.0f;
}
}
}
return 0.0f;
}
ccl_device_noinline void svm_node_wireframe(KernelGlobals kg,
ccl_private ShaderData *sd,
ccl_private float *stack,
const ccl_global SVMNodeWireframe &ccl_restrict node)
{
/* Input Data */
const float size = stack_load(stack, node.in_size);
const int pixel_size = (int)node.use_pixel_size;
/* Calculate wireframe */
const differential3 dP = differential_from_compact(sd->Ng, sd->dP);
float3 P = sd->P;
if (node.bump_offset == NODE_BUMP_OFFSET_DX) {
P += dP.dx * node.bump_filter_width;
}
else if (node.bump_offset == NODE_BUMP_OFFSET_DY) {
P += dP.dy * node.bump_filter_width;
}
const float f = wireframe(kg, sd, dP, size, pixel_size, &P);
if (stack_valid(node.out_fac_offset)) {
stack_store_float(stack, node.out_fac_offset, f);
}
}
CCL_NAMESPACE_END