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blender-archive/intern/cycles/kernel/geom/object.h

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/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
/* Object Primitive
*
* All mesh and curve primitives are part of an object. The same mesh and curves
* may be instanced multiple times by different objects.
*
* If the mesh is not instanced multiple times, the object will not be explicitly
* stored as a primitive in the BVH, rather the bare triangles are curved are
* directly primitives in the BVH with world space locations applied, and the object
* ID is looked up afterwards. */
#pragma once
CCL_NAMESPACE_BEGIN
/* Object attributes, for now a fixed size and contents */
enum ObjectTransform {
OBJECT_TRANSFORM = 0,
OBJECT_INVERSE_TRANSFORM = 1,
};
enum ObjectVectorTransform { OBJECT_PASS_MOTION_PRE = 0, OBJECT_PASS_MOTION_POST = 1 };
/* Object to world space transformation */
ccl_device_inline Transform object_fetch_transform(KernelGlobals kg,
int object,
enum ObjectTransform type)
{
if (type == OBJECT_INVERSE_TRANSFORM) {
return kernel_data_fetch(objects, object).itfm;
}
else {
return kernel_data_fetch(objects, object).tfm;
}
}
/* Lamp to world space transformation */
ccl_device_inline Transform lamp_fetch_transform(KernelGlobals kg, int lamp, bool inverse)
{
if (inverse) {
return kernel_data_fetch(lights, lamp).itfm;
}
else {
return kernel_data_fetch(lights, lamp).tfm;
}
}
/* Object to world space transformation for motion vectors */
ccl_device_inline Transform object_fetch_motion_pass_transform(KernelGlobals kg,
int object,
enum ObjectVectorTransform type)
{
int offset = object * OBJECT_MOTION_PASS_SIZE + (int)type;
return kernel_data_fetch(object_motion_pass, offset);
}
/* Motion blurred object transformations */
#ifdef __OBJECT_MOTION__
ccl_device_inline Transform object_fetch_transform_motion(KernelGlobals kg, int object, float time)
{
const uint motion_offset = kernel_data_fetch(objects, object).motion_offset;
ccl_global const DecomposedTransform *motion = &kernel_data_fetch(object_motion, motion_offset);
const uint num_steps = kernel_data_fetch(objects, object).numsteps * 2 + 1;
Transform tfm;
transform_motion_array_interpolate(&tfm, motion, num_steps, time);
return tfm;
}
ccl_device_inline Transform object_fetch_transform_motion_test(KernelGlobals kg,
int object,
float time,
ccl_private Transform *itfm)
{
int object_flag = kernel_data_fetch(object_flag, object);
if (object_flag & SD_OBJECT_MOTION) {
/* if we do motion blur */
Transform tfm = object_fetch_transform_motion(kg, object, time);
if (itfm)
*itfm = transform_inverse(tfm);
return tfm;
}
else {
Transform tfm = object_fetch_transform(kg, object, OBJECT_TRANSFORM);
if (itfm)
*itfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
return tfm;
}
}
#endif
/* Get transform matrix for shading point. */
ccl_device_inline Transform object_get_transform(KernelGlobals kg,
ccl_private const ShaderData *sd)
{
#ifdef __OBJECT_MOTION__
return (sd->object_flag & SD_OBJECT_MOTION) ?
sd->ob_tfm_motion :
object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
#else
return object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
#endif
}
ccl_device_inline Transform object_get_inverse_transform(KernelGlobals kg,
ccl_private const ShaderData *sd)
{
#ifdef __OBJECT_MOTION__
return (sd->object_flag & SD_OBJECT_MOTION) ?
sd->ob_itfm_motion :
object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
#else
return object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
#endif
}
/* Transform position from object to world space */
ccl_device_inline void object_position_transform(KernelGlobals kg,
ccl_private const ShaderData *sd,
ccl_private float3 *P)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
*P = transform_point_auto(&sd->ob_tfm_motion, *P);
return;
}
#endif
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*P = transform_point(&tfm, *P);
}
/* Transform position from world to object space */
ccl_device_inline void object_inverse_position_transform(KernelGlobals kg,
ccl_private const ShaderData *sd,
ccl_private float3 *P)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
*P = transform_point_auto(&sd->ob_itfm_motion, *P);
return;
}
#endif
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, *P);
}
/* Transform normal from world to object space */
ccl_device_inline void object_inverse_normal_transform(KernelGlobals kg,
ccl_private const ShaderData *sd,
ccl_private float3 *N)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
if ((sd->object != OBJECT_NONE) || (sd->type == PRIMITIVE_LAMP)) {
*N = normalize(transform_direction_transposed_auto(&sd->ob_tfm_motion, *N));
}
return;
}
#endif
if (sd->object != OBJECT_NONE) {
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
}
else if (sd->type == PRIMITIVE_LAMP) {
Transform tfm = lamp_fetch_transform(kg, sd->lamp, false);
*N = normalize(transform_direction_transposed(&tfm, *N));
}
}
/* Transform normal from object to world space */
ccl_device_inline void object_normal_transform(KernelGlobals kg,
ccl_private const ShaderData *sd,
ccl_private float3 *N)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
*N = normalize(transform_direction_transposed_auto(&sd->ob_itfm_motion, *N));
return;
}
#endif
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*N = normalize(transform_direction_transposed(&tfm, *N));
}
/* Transform direction vector from object to world space */
ccl_device_inline void object_dir_transform(KernelGlobals kg,
ccl_private const ShaderData *sd,
ccl_private float3 *D)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
*D = transform_direction_auto(&sd->ob_tfm_motion, *D);
return;
}
#endif
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
*D = transform_direction(&tfm, *D);
}
/* Transform direction vector from world to object space */
ccl_device_inline void object_inverse_dir_transform(KernelGlobals kg,
ccl_private const ShaderData *sd,
ccl_private float3 *D)
{
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
*D = transform_direction_auto(&sd->ob_itfm_motion, *D);
return;
}
#endif
const Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
*D = transform_direction(&tfm, *D);
}
/* Object center position */
ccl_device_inline float3 object_location(KernelGlobals kg, ccl_private const ShaderData *sd)
{
if (sd->object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
#ifdef __OBJECT_MOTION__
if (sd->object_flag & SD_OBJECT_MOTION) {
return make_float3(sd->ob_tfm_motion.x.w, sd->ob_tfm_motion.y.w, sd->ob_tfm_motion.z.w);
}
#endif
Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
}
/* Color of the object */
ccl_device_inline float3 object_color(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
ccl_global const KernelObject *kobject = &kernel_data_fetch(objects, object);
return make_float3(kobject->color[0], kobject->color[1], kobject->color[2]);
}
/* Alpha of the object */
ccl_device_inline float object_alpha(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return 0.0f;
return kernel_data_fetch(objects, object).alpha;
}
/* Pass ID number of object */
ccl_device_inline float object_pass_id(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return 0.0f;
return kernel_data_fetch(objects, object).pass_id;
}
/* Lightgroup of lamp */
ccl_device_inline int lamp_lightgroup(KernelGlobals kg, int lamp)
{
if (lamp == LAMP_NONE)
return LIGHTGROUP_NONE;
return kernel_data_fetch(lights, lamp).lightgroup;
}
/* Lightgroup of object */
ccl_device_inline int object_lightgroup(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return LIGHTGROUP_NONE;
return kernel_data_fetch(objects, object).lightgroup;
}
/* Per lamp random number for shader variation */
ccl_device_inline float lamp_random_number(KernelGlobals kg, int lamp)
{
if (lamp == LAMP_NONE)
return 0.0f;
return kernel_data_fetch(lights, lamp).random;
}
/* Per object random number for shader variation */
ccl_device_inline float object_random_number(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return 0.0f;
return kernel_data_fetch(objects, object).random_number;
}
/* Particle ID from which this object was generated */
ccl_device_inline int object_particle_id(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return 0;
return kernel_data_fetch(objects, object).particle_index;
}
/* Generated texture coordinate on surface from where object was instanced */
ccl_device_inline float3 object_dupli_generated(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
ccl_global const KernelObject *kobject = &kernel_data_fetch(objects, object);
return make_float3(
kobject->dupli_generated[0], kobject->dupli_generated[1], kobject->dupli_generated[2]);
}
/* UV texture coordinate on surface from where object was instanced */
ccl_device_inline float3 object_dupli_uv(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return make_float3(0.0f, 0.0f, 0.0f);
ccl_global const KernelObject *kobject = &kernel_data_fetch(objects, object);
return make_float3(kobject->dupli_uv[0], kobject->dupli_uv[1], 0.0f);
}
/* Information about mesh for motion blurred triangles and curves */
ccl_device_inline void object_motion_info(KernelGlobals kg,
int object,
ccl_private int *numsteps,
ccl_private int *numverts,
ccl_private int *numkeys)
{
if (numkeys) {
*numkeys = kernel_data_fetch(objects, object).numkeys;
}
if (numsteps)
*numsteps = kernel_data_fetch(objects, object).numsteps;
if (numverts)
*numverts = kernel_data_fetch(objects, object).numverts;
}
/* Offset to an objects patch map */
ccl_device_inline uint object_patch_map_offset(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return 0;
return kernel_data_fetch(objects, object).patch_map_offset;
}
/* Volume step size */
ccl_device_inline float object_volume_density(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE) {
return 1.0f;
}
return kernel_data_fetch(objects, object).volume_density;
}
ccl_device_inline float object_volume_step_size(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE) {
return kernel_data.background.volume_step_size;
}
return kernel_data_fetch(object_volume_step, object);
}
/* Pass ID for shader */
ccl_device int shader_pass_id(KernelGlobals kg, ccl_private const ShaderData *sd)
{
return kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).pass_id;
}
/* Cryptomatte ID */
ccl_device_inline float object_cryptomatte_id(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return 0.0f;
return kernel_data_fetch(objects, object).cryptomatte_object;
}
ccl_device_inline float object_cryptomatte_asset_id(KernelGlobals kg, int object)
{
if (object == OBJECT_NONE)
return 0;
return kernel_data_fetch(objects, object).cryptomatte_asset;
}
/* Particle data from which object was instanced */
ccl_device_inline uint particle_index(KernelGlobals kg, int particle)
{
return kernel_data_fetch(particles, particle).index;
}
ccl_device float particle_age(KernelGlobals kg, int particle)
{
return kernel_data_fetch(particles, particle).age;
}
ccl_device float particle_lifetime(KernelGlobals kg, int particle)
{
return kernel_data_fetch(particles, particle).lifetime;
}
ccl_device float particle_size(KernelGlobals kg, int particle)
{
return kernel_data_fetch(particles, particle).size;
}
ccl_device float4 particle_rotation(KernelGlobals kg, int particle)
{
return kernel_data_fetch(particles, particle).rotation;
}
ccl_device float3 particle_location(KernelGlobals kg, int particle)
{
return float4_to_float3(kernel_data_fetch(particles, particle).location);
}
ccl_device float3 particle_velocity(KernelGlobals kg, int particle)
{
return float4_to_float3(kernel_data_fetch(particles, particle).velocity);
}
ccl_device float3 particle_angular_velocity(KernelGlobals kg, int particle)
{
return float4_to_float3(kernel_data_fetch(particles, particle).angular_velocity);
}
/* Object intersection in BVH */
ccl_device_inline float3 bvh_clamp_direction(float3 dir)
{
const float ooeps = 8.271806E-25f;
return make_float3((fabsf(dir.x) > ooeps) ? dir.x : copysignf(ooeps, dir.x),
(fabsf(dir.y) > ooeps) ? dir.y : copysignf(ooeps, dir.y),
(fabsf(dir.z) > ooeps) ? dir.z : copysignf(ooeps, dir.z));
}
ccl_device_inline float3 bvh_inverse_direction(float3 dir)
{
return rcp(dir);
}
/* Transform ray into object space to enter static object in BVH */
ccl_device_inline void bvh_instance_push(KernelGlobals kg,
int object,
ccl_private const Ray *ray,
ccl_private float3 *P,
ccl_private float3 *dir,
ccl_private float3 *idir)
{
Transform tfm = object_fetch_transform(kg, object, OBJECT_INVERSE_TRANSFORM);
*P = transform_point(&tfm, ray->P);
*dir = bvh_clamp_direction(transform_direction(&tfm, ray->D));
*idir = bvh_inverse_direction(*dir);
}
#ifdef __OBJECT_MOTION__
/* Transform ray into object space to enter motion blurred object in BVH */
ccl_device_inline void bvh_instance_motion_push(KernelGlobals kg,
int object,
ccl_private const Ray *ray,
ccl_private float3 *P,
ccl_private float3 *dir,
ccl_private float3 *idir)
{
Transform tfm;
object_fetch_transform_motion_test(kg, object, ray->time, &tfm);
*P = transform_point(&tfm, ray->P);
*dir = bvh_clamp_direction(transform_direction(&tfm, ray->D));
*idir = bvh_inverse_direction(*dir);
}
#endif
/* Transform ray to exit static object in BVH. */
ccl_device_inline void bvh_instance_pop(ccl_private const Ray *ray,
ccl_private float3 *P,
ccl_private float3 *dir,
ccl_private float3 *idir)
{
*P = ray->P;
*dir = bvh_clamp_direction(ray->D);
*idir = bvh_inverse_direction(*dir);
}
/* TODO: This can be removed when we know if no devices will require explicit
* address space qualifiers for this case. */
#define object_position_transform_auto object_position_transform
#define object_dir_transform_auto object_dir_transform
#define object_normal_transform_auto object_normal_transform
CCL_NAMESPACE_END