Cycles: Calculate face normal on the fly.

Instead of pre-calculation and storage, we now calculate the face normal during render.
This gives a small slowdown (~1%) but decreases memory usage, which is especially important for GPUs,
where you have limited VRAM.

Part of my GSoC 2014.
This commit is contained in:
2014-06-13 21:27:21 +02:00
parent cd5e1ff74e
commit 49df707496
8 changed files with 37 additions and 37 deletions

View File

@@ -252,8 +252,7 @@ ccl_device bool BVH_FUNCTION_NAME
if(kernel_tex_fetch(__prim_type, isect_array->prim) & PRIMITIVE_ALL_TRIANGLE)
#endif
{
float4 Ns = kernel_tex_fetch(__tri_normal, prim);
shader = __float_as_int(Ns.w);
shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim));
}
#ifdef __HAIR__
else {

View File

@@ -233,8 +233,7 @@ ccl_device_inline float3 motion_triangle_refine_subsurface(KernelGlobals *kg, Sh
ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, bool subsurface)
{
/* get shader */
float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
sd->shader = __float_as_int(Ns.w);
sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
/* get motion info */
int numsteps, numverts;

View File

@@ -116,6 +116,20 @@ ccl_device_inline float3 triangle_refine_subsurface(KernelGlobals *kg, ShaderDat
#endif
}
/* normal on triangle */
ccl_device_inline float3 triangle_normal(KernelGlobals *kg, int prim)
{
/* load triangle vertices */
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
float3 v0 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
float3 v1 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
float3 v2 = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
/* return normal */
return normalize(cross(v1 - v0, v2 - v0));
}
/* point and normal on triangle */
ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int prim, float u, float v, float3 *P, float3 *Ng, int *shader)
{
@@ -130,9 +144,11 @@ ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int prim, float
float t = 1.0f - u - v;
*P = (u*v0 + v*v1 + t*v2);
float4 Nm = kernel_tex_fetch(__tri_normal, prim);
*Ng = make_float3(Nm.x, Nm.y, Nm.z);
*shader = __float_as_int(Nm.w);
/* compute normal */
*Ng = normalize(cross(v1 - v0, v2 - v0));
/* shader`*/
*shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim));
}
/* Triangle vertex locations */

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@@ -86,9 +86,8 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
#endif
if(sd->type & PRIMITIVE_TRIANGLE) {
/* static triangle */
float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
sd->shader = __float_as_int(Ns.w);
float3 Ng = triangle_normal(kg, sd->prim);
sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
/* vectors */
sd->P = triangle_refine(kg, sd, isect, ray);
@@ -166,9 +165,8 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
/* fetch triangle data */
if(sd->type == PRIMITIVE_TRIANGLE) {
float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
sd->shader = __float_as_int(Ns.w);
float3 Ng = triangle_normal(kg, sd->prim);
sd->shader = __float_as_int(kernel_tex_fetch(__tri_shader, sd->prim));
/* static triangle */
sd->P = triangle_refine_subsurface(kg, sd, isect, ray);
@@ -1028,8 +1026,7 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect
#ifdef __HAIR__
if(kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) {
#endif
float4 Ns = kernel_tex_fetch(__tri_normal, prim);
shader = __float_as_int(Ns.w);
shader = __float_as_int(kernel_tex_fetch(__tri_shader, prim));
#ifdef __HAIR__
}
else {

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@@ -36,7 +36,7 @@ KERNEL_TEX(float4, texture_float4, __objects)
KERNEL_TEX(float4, texture_float4, __objects_vector)
/* triangles */
KERNEL_TEX(float4, texture_float4, __tri_normal)
KERNEL_TEX(float, texture_float, __tri_shader)
KERNEL_TEX(float4, texture_float4, __tri_vnormal)
KERNEL_TEX(float4, texture_float4, __tri_vindex)
KERNEL_TEX(float4, texture_float4, __tri_verts)