wi is the viewing direction, and wo is the illumination direction. Under this notation, BSDF sampling always samples from wi and outputs wo, which is consistent with most of the papers and mitsuba. This order is reversed compared with PBRT, although PBRT also traces from the camera.
450 lines
13 KiB
C++
450 lines
13 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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/* Functions to initialize ShaderData given.
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*
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* Could be from an incoming ray, intersection or sampled position. */
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#pragma once
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#include "kernel/util/differential.h"
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CCL_NAMESPACE_BEGIN
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/* ShaderData setup from incoming ray */
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#ifdef __OBJECT_MOTION__
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ccl_device void shader_setup_object_transforms(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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float time)
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{
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if (sd->object_flag & SD_OBJECT_MOTION) {
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sd->ob_tfm_motion = object_fetch_transform_motion(kg, sd->object, time);
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sd->ob_itfm_motion = transform_inverse(sd->ob_tfm_motion);
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}
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}
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#endif
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/* TODO: break this up if it helps reduce register pressure to load data from
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* global memory as we write it to shader-data. */
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ccl_device_inline void shader_setup_from_ray(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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ccl_private const Ray *ccl_restrict ray,
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ccl_private const Intersection *ccl_restrict isect)
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{
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/* Read intersection data into shader globals.
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*
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* TODO: this is redundant, could potentially remove some of this from
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* ShaderData but would need to ensure that it also works for shadow
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* shader evaluation. */
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sd->u = isect->u;
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sd->v = isect->v;
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sd->ray_length = isect->t;
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sd->type = isect->type;
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sd->object = isect->object;
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sd->object_flag = kernel_data_fetch(object_flag, sd->object);
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sd->prim = isect->prim;
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sd->lamp = LAMP_NONE;
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sd->flag = 0;
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/* Read matrices and time. */
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sd->time = ray->time;
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#ifdef __OBJECT_MOTION__
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shader_setup_object_transforms(kg, sd, ray->time);
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#endif
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/* Read ray data into shader globals. */
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sd->wi = -ray->D;
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#ifdef __HAIR__
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if (sd->type & PRIMITIVE_CURVE) {
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/* curve */
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curve_shader_setup(kg, sd, ray->P, ray->D, isect->t, isect->object, isect->prim);
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}
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else
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#endif
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#ifdef __POINTCLOUD__
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if (sd->type & PRIMITIVE_POINT) {
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/* point */
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point_shader_setup(kg, sd, isect, ray);
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}
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else
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#endif
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{
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if (sd->type == PRIMITIVE_TRIANGLE) {
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/* static triangle */
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float3 Ng = triangle_normal(kg, sd);
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sd->shader = kernel_data_fetch(tri_shader, sd->prim);
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/* vectors */
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sd->P = triangle_point_from_uv(kg, sd, isect->object, isect->prim, isect->u, isect->v);
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sd->Ng = Ng;
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sd->N = Ng;
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/* smooth normal */
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if (sd->shader & SHADER_SMOOTH_NORMAL)
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sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
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#ifdef __DPDU__
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/* dPdu/dPdv */
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triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
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#endif
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}
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else {
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/* motion triangle */
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motion_triangle_shader_setup(
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kg, sd, ray->P, ray->D, isect->t, isect->object, isect->prim, false);
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}
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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/* instance transform */
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object_normal_transform_auto(kg, sd, &sd->N);
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object_normal_transform_auto(kg, sd, &sd->Ng);
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#ifdef __DPDU__
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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object_dir_transform_auto(kg, sd, &sd->dPdv);
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#endif
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}
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}
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sd->flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
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/* backfacing test */
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bool backfacing = (dot(sd->Ng, sd->wi) < 0.0f);
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if (backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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sd->dP = differential_transfer_compact(ray->dP, ray->D, ray->dD, sd->ray_length);
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sd->dI = differential_incoming_compact(ray->dD);
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differential_dudv_compact(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
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#endif
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}
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/* ShaderData setup from position sampled on mesh */
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ccl_device_inline void shader_setup_from_sample(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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const float3 P,
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const float3 Ng,
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const float3 I,
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int shader,
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int object,
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int prim,
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float u,
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float v,
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float t,
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float time,
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bool object_space,
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int lamp)
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{
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/* vectors */
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sd->P = P;
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sd->N = Ng;
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sd->Ng = Ng;
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sd->wi = I;
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sd->shader = shader;
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if (prim != PRIM_NONE)
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sd->type = PRIMITIVE_TRIANGLE;
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else if (lamp != LAMP_NONE)
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sd->type = PRIMITIVE_LAMP;
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else
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sd->type = PRIMITIVE_NONE;
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/* primitive */
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sd->object = object;
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sd->lamp = LAMP_NONE;
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/* Currently no access to bvh prim index for strand sd->prim. */
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sd->prim = prim;
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sd->u = u;
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sd->v = v;
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sd->time = time;
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sd->ray_length = t;
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sd->flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
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sd->object_flag = 0;
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if (sd->object != OBJECT_NONE) {
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sd->object_flag |= kernel_data_fetch(object_flag, sd->object);
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#ifdef __OBJECT_MOTION__
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shader_setup_object_transforms(kg, sd, time);
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#endif
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/* transform into world space */
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if (object_space) {
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object_position_transform_auto(kg, sd, &sd->P);
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object_normal_transform_auto(kg, sd, &sd->Ng);
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sd->N = sd->Ng;
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object_dir_transform_auto(kg, sd, &sd->wi);
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}
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if (sd->type == PRIMITIVE_TRIANGLE) {
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/* smooth normal */
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if (sd->shader & SHADER_SMOOTH_NORMAL) {
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sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_normal_transform_auto(kg, sd, &sd->N);
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}
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}
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/* dPdu/dPdv */
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#ifdef __DPDU__
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triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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object_dir_transform_auto(kg, sd, &sd->dPdv);
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}
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#endif
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}
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else {
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#ifdef __DPDU__
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sd->dPdu = zero_float3();
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sd->dPdv = zero_float3();
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#endif
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}
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}
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else {
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if (lamp != LAMP_NONE) {
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sd->lamp = lamp;
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}
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#ifdef __DPDU__
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sd->dPdu = zero_float3();
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sd->dPdv = zero_float3();
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#endif
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}
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/* backfacing test */
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if (sd->prim != PRIM_NONE) {
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bool backfacing = (dot(sd->Ng, sd->wi) < 0.0f);
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if (backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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}
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#ifdef __RAY_DIFFERENTIALS__
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/* no ray differentials here yet */
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sd->dP = differential_zero_compact();
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sd->dI = differential_zero_compact();
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sd->du = differential_zero();
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sd->dv = differential_zero();
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#endif
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}
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/* ShaderData setup for displacement */
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ccl_device void shader_setup_from_displace(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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int object,
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int prim,
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float u,
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float v)
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{
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float3 P, Ng, I = zero_float3();
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int shader;
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triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
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/* force smooth shading for displacement */
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shader |= SHADER_SMOOTH_NORMAL;
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shader_setup_from_sample(kg,
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sd,
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P,
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Ng,
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I,
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shader,
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object,
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prim,
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u,
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v,
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0.0f,
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0.5f,
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!(kernel_data_fetch(object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
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LAMP_NONE);
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}
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/* ShaderData setup for point on curve. */
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ccl_device void shader_setup_from_curve(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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int object,
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int prim,
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int segment,
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float u)
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{
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/* Primitive */
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sd->type = PRIMITIVE_PACK_SEGMENT(PRIMITIVE_CURVE_THICK, segment);
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sd->lamp = LAMP_NONE;
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sd->prim = prim;
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sd->u = u;
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sd->v = 0.0f;
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sd->time = 0.5f;
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sd->ray_length = 0.0f;
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/* Shader */
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sd->shader = kernel_data_fetch(curves, prim).shader_id;
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sd->flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
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/* Object */
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sd->object = object;
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sd->object_flag = kernel_data_fetch(object_flag, sd->object);
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#ifdef __OBJECT_MOTION__
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shader_setup_object_transforms(kg, sd, sd->time);
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#endif
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/* Get control points. */
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KernelCurve kcurve = kernel_data_fetch(curves, prim);
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int k0 = kcurve.first_key + PRIMITIVE_UNPACK_SEGMENT(sd->type);
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int k1 = k0 + 1;
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int ka = max(k0 - 1, kcurve.first_key);
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int kb = min(k1 + 1, kcurve.first_key + kcurve.num_keys - 1);
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float4 P_curve[4];
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P_curve[0] = kernel_data_fetch(curve_keys, ka);
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P_curve[1] = kernel_data_fetch(curve_keys, k0);
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P_curve[2] = kernel_data_fetch(curve_keys, k1);
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P_curve[3] = kernel_data_fetch(curve_keys, kb);
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/* Interpolate position and tangent. */
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sd->P = float4_to_float3(catmull_rom_basis_derivative(P_curve, sd->u));
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#ifdef __DPDU__
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sd->dPdu = float4_to_float3(catmull_rom_basis_derivative(P_curve, sd->u));
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#endif
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/* Transform into world space */
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if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_position_transform_auto(kg, sd, &sd->P);
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#ifdef __DPDU__
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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#endif
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}
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/* No view direction, normals or bitangent. */
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sd->wi = zero_float3();
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sd->N = zero_float3();
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sd->Ng = zero_float3();
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#ifdef __DPDU__
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sd->dPdv = zero_float3();
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#endif
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/* No ray differentials currently. */
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#ifdef __RAY_DIFFERENTIALS__
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sd->dP = differential_zero_compact();
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sd->dI = differential_zero_compact();
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sd->du = differential_zero();
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sd->dv = differential_zero();
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#endif
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}
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/* ShaderData setup from ray into background */
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ccl_device_inline void shader_setup_from_background(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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const float3 ray_P,
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const float3 ray_D,
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const float ray_time)
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{
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/* for NDC coordinates */
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sd->ray_P = ray_P;
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/* vectors */
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sd->P = ray_D;
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sd->N = -ray_D;
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sd->Ng = -ray_D;
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sd->wi = -ray_D;
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sd->shader = kernel_data.background.surface_shader;
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sd->flag = kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).flags;
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sd->object_flag = 0;
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sd->time = ray_time;
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sd->ray_length = 0.0f;
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sd->object = OBJECT_NONE;
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sd->lamp = LAMP_NONE;
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sd->prim = PRIM_NONE;
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sd->u = 0.0f;
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sd->v = 0.0f;
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#ifdef __DPDU__
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/* dPdu/dPdv */
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sd->dPdu = zero_float3();
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sd->dPdv = zero_float3();
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#endif
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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sd->dP = differential_zero_compact(); /* TODO: ray->dP */
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sd->dI = differential_zero_compact();
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sd->du = differential_zero();
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sd->dv = differential_zero();
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#endif
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}
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/* ShaderData setup from point inside volume */
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#ifdef __VOLUME__
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ccl_device_inline void shader_setup_from_volume(KernelGlobals kg,
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ccl_private ShaderData *ccl_restrict sd,
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ccl_private const Ray *ccl_restrict ray)
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{
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/* vectors */
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sd->P = ray->P + ray->D * ray->tmin;
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sd->N = -ray->D;
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sd->Ng = -ray->D;
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sd->wi = -ray->D;
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sd->shader = SHADER_NONE;
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sd->flag = 0;
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sd->object_flag = 0;
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sd->time = ray->time;
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sd->ray_length = 0.0f; /* todo: can we set this to some useful value? */
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sd->object = OBJECT_NONE; /* todo: fill this for texture coordinates */
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sd->lamp = LAMP_NONE;
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sd->prim = PRIM_NONE;
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sd->type = PRIMITIVE_VOLUME;
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sd->u = 0.0f;
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sd->v = 0.0f;
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# ifdef __DPDU__
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/* dPdu/dPdv */
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sd->dPdu = zero_float3();
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sd->dPdv = zero_float3();
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# endif
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# ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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sd->dP = differential_zero_compact(); /* TODO ray->dD */
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sd->dI = differential_zero_compact();
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sd->du = differential_zero();
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sd->dv = differential_zero();
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# endif
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/* for NDC coordinates */
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sd->ray_P = ray->P;
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}
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#endif /* __VOLUME__ */
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CCL_NAMESPACE_END
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