Simplifies intersection code a little and slightly improves precision regarding self intersection. The parametric texture coordinate in shader nodes is still the same as before for compatibility.
665 lines
20 KiB
C++
665 lines
20 KiB
C++
/* SPDX-License-Identifier: Apache-2.0
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* Copyright 2011-2022 Blender Foundation */
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/* Functions for retrieving attributes on triangles produced from subdivision meshes */
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#pragma once
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CCL_NAMESPACE_BEGIN
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/* UV coords of triangle within patch */
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ccl_device_inline void subd_triangle_patch_uv(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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float2 uv[3])
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{
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uint4 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
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uv[0] = kernel_data_fetch(tri_patch_uv, tri_vindex.x);
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uv[1] = kernel_data_fetch(tri_patch_uv, tri_vindex.y);
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uv[2] = kernel_data_fetch(tri_patch_uv, tri_vindex.z);
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}
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/* Vertex indices of patch */
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ccl_device_inline uint4 subd_triangle_patch_indices(KernelGlobals kg, int patch)
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{
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uint4 indices;
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indices.x = kernel_data_fetch(patches, patch + 0);
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indices.y = kernel_data_fetch(patches, patch + 1);
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indices.z = kernel_data_fetch(patches, patch + 2);
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indices.w = kernel_data_fetch(patches, patch + 3);
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return indices;
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}
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/* Originating face for patch */
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ccl_device_inline uint subd_triangle_patch_face(KernelGlobals kg, int patch)
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{
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return kernel_data_fetch(patches, patch + 4);
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}
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/* Number of corners on originating face */
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ccl_device_inline uint subd_triangle_patch_num_corners(KernelGlobals kg, int patch)
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{
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return kernel_data_fetch(patches, patch + 5) & 0xffff;
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}
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/* Indices of the four corners that are used by the patch */
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ccl_device_inline void subd_triangle_patch_corners(KernelGlobals kg, int patch, int corners[4])
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{
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uint4 data;
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data.x = kernel_data_fetch(patches, patch + 4);
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data.y = kernel_data_fetch(patches, patch + 5);
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data.z = kernel_data_fetch(patches, patch + 6);
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data.w = kernel_data_fetch(patches, patch + 7);
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int num_corners = data.y & 0xffff;
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if (num_corners == 4) {
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/* quad */
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corners[0] = data.z;
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corners[1] = data.z + 1;
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corners[2] = data.z + 2;
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corners[3] = data.z + 3;
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}
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else {
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/* ngon */
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int c = data.y >> 16;
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corners[0] = data.z + c;
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corners[1] = data.z + mod(c + 1, num_corners);
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corners[2] = data.w;
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corners[3] = data.z + mod(c - 1, num_corners);
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}
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}
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/* Reading attributes on various subdivision triangle elements */
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ccl_device_noinline float subd_triangle_attribute_float(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float *dx,
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ccl_private float *dy)
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{
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int patch = subd_triangle_patch(kg, sd);
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#ifdef __PATCH_EVAL__
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if (desc.flags & ATTR_SUBDIVIDED) {
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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float2 dpdu = uv[1] - uv[0];
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float2 dpdv = uv[2] - uv[0];
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/* p is [s, t] */
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float2 p = dpdu * sd->u + dpdv * sd->v + uv[0];
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float a, dads, dadt;
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a = patch_eval_float(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
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# ifdef __RAY_DIFFERENTIALS__
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if (dx || dy) {
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float dsdu = dpdu.x;
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float dtdu = dpdu.y;
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float dsdv = dpdv.x;
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float dtdv = dpdv.y;
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if (dx) {
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float dudx = sd->du.dx;
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float dvdx = sd->dv.dx;
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float dsdx = dsdu * dudx + dsdv * dvdx;
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float dtdx = dtdu * dudx + dtdv * dvdx;
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*dx = dads * dsdx + dadt * dtdx;
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}
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if (dy) {
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float dudy = sd->du.dy;
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float dvdy = sd->dv.dy;
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float dsdy = dsdu * dudy + dsdv * dvdy;
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float dtdy = dtdu * dudy + dtdv * dvdy;
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*dy = dads * dsdy + dadt * dtdy;
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}
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}
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# endif
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return a;
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}
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else
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#endif /* __PATCH_EVAL__ */
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if (desc.element == ATTR_ELEMENT_FACE) {
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if (dx)
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*dx = 0.0f;
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if (dy)
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*dy = 0.0f;
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return kernel_data_fetch(attributes_float, desc.offset + subd_triangle_patch_face(kg, patch));
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}
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else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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uint4 v = subd_triangle_patch_indices(kg, patch);
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float f0 = kernel_data_fetch(attributes_float, desc.offset + v.x);
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float f1 = kernel_data_fetch(attributes_float, desc.offset + v.y);
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float f2 = kernel_data_fetch(attributes_float, desc.offset + v.z);
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float f3 = kernel_data_fetch(attributes_float, desc.offset + v.w);
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if (subd_triangle_patch_num_corners(kg, patch) != 4) {
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f1 = (f1 + f0) * 0.5f;
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f3 = (f3 + f0) * 0.5f;
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}
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float a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
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float b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
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float c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * b + sd->dv.dx * c - (sd->du.dx + sd->dv.dx) * a;
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if (dy)
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*dy = sd->du.dy * b + sd->dv.dy * c - (sd->du.dy + sd->dv.dy) * a;
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#endif
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return sd->u * b + sd->v * c + (1.0f - sd->u - sd->v) * a;
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}
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else if (desc.element == ATTR_ELEMENT_CORNER) {
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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int corners[4];
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subd_triangle_patch_corners(kg, patch, corners);
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float f0 = kernel_data_fetch(attributes_float, corners[0] + desc.offset);
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float f1 = kernel_data_fetch(attributes_float, corners[1] + desc.offset);
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float f2 = kernel_data_fetch(attributes_float, corners[2] + desc.offset);
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float f3 = kernel_data_fetch(attributes_float, corners[3] + desc.offset);
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if (subd_triangle_patch_num_corners(kg, patch) != 4) {
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f1 = (f1 + f0) * 0.5f;
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f3 = (f3 + f0) * 0.5f;
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}
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float a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
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float b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
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float c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * b + sd->dv.dx * c - (sd->du.dx + sd->dv.dx) * a;
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if (dy)
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*dy = sd->du.dy * b + sd->dv.dy * c - (sd->du.dy + sd->dv.dy) * a;
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#endif
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return sd->u * b + sd->v * c + (1.0f - sd->u - sd->v) * a;
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}
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else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) {
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if (dx)
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*dx = 0.0f;
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if (dy)
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*dy = 0.0f;
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return kernel_data_fetch(attributes_float, desc.offset);
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}
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else {
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if (dx)
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*dx = 0.0f;
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if (dy)
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*dy = 0.0f;
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return 0.0f;
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}
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}
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ccl_device_noinline float2 subd_triangle_attribute_float2(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float2 *dx,
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ccl_private float2 *dy)
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{
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int patch = subd_triangle_patch(kg, sd);
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#ifdef __PATCH_EVAL__
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if (desc.flags & ATTR_SUBDIVIDED) {
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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float2 dpdu = uv[1] - uv[0];
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float2 dpdv = uv[2] - uv[0];
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/* p is [s, t] */
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float2 p = dpdu * sd->u + dpdv * sd->v + uv[0];
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float2 a, dads, dadt;
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a = patch_eval_float2(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
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# ifdef __RAY_DIFFERENTIALS__
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if (dx || dy) {
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float dsdu = dpdu.x;
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float dtdu = dpdu.y;
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float dsdv = dpdv.x;
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float dtdv = dpdv.y;
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if (dx) {
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float dudx = sd->du.dx;
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float dvdx = sd->dv.dx;
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float dsdx = dsdu * dudx + dsdv * dvdx;
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float dtdx = dtdu * dudx + dtdv * dvdx;
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*dx = dads * dsdx + dadt * dtdx;
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}
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if (dy) {
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float dudy = sd->du.dy;
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float dvdy = sd->dv.dy;
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float dsdy = dsdu * dudy + dsdv * dvdy;
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float dtdy = dtdu * dudy + dtdv * dvdy;
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*dy = dads * dsdy + dadt * dtdy;
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}
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}
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# endif
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return a;
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}
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else
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#endif /* __PATCH_EVAL__ */
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if (desc.element == ATTR_ELEMENT_FACE) {
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if (dx)
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*dx = make_float2(0.0f, 0.0f);
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if (dy)
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*dy = make_float2(0.0f, 0.0f);
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return kernel_data_fetch(attributes_float2, desc.offset + subd_triangle_patch_face(kg, patch));
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}
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else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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uint4 v = subd_triangle_patch_indices(kg, patch);
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float2 f0 = kernel_data_fetch(attributes_float2, desc.offset + v.x);
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float2 f1 = kernel_data_fetch(attributes_float2, desc.offset + v.y);
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float2 f2 = kernel_data_fetch(attributes_float2, desc.offset + v.z);
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float2 f3 = kernel_data_fetch(attributes_float2, desc.offset + v.w);
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if (subd_triangle_patch_num_corners(kg, patch) != 4) {
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f1 = (f1 + f0) * 0.5f;
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f3 = (f3 + f0) * 0.5f;
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}
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float2 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
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float2 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
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float2 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * b + sd->dv.dx * c - (sd->du.dx + sd->dv.dx) * a;
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if (dy)
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*dy = sd->du.dy * b + sd->dv.dy * c - (sd->du.dy + sd->dv.dy) * a;
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#endif
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return sd->u * b + sd->v * c + (1.0f - sd->u - sd->v) * a;
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}
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else if (desc.element == ATTR_ELEMENT_CORNER) {
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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int corners[4];
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subd_triangle_patch_corners(kg, patch, corners);
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float2 f0, f1, f2, f3;
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f0 = kernel_data_fetch(attributes_float2, corners[0] + desc.offset);
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f1 = kernel_data_fetch(attributes_float2, corners[1] + desc.offset);
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f2 = kernel_data_fetch(attributes_float2, corners[2] + desc.offset);
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f3 = kernel_data_fetch(attributes_float2, corners[3] + desc.offset);
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if (subd_triangle_patch_num_corners(kg, patch) != 4) {
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f1 = (f1 + f0) * 0.5f;
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f3 = (f3 + f0) * 0.5f;
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}
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float2 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
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float2 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
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float2 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
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#ifdef __RAY_DIFFERENTIALS__
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if (dx)
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*dx = sd->du.dx * b + sd->dv.dx * c - (sd->du.dx + sd->dv.dx) * a;
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if (dy)
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*dy = sd->du.dy * b + sd->dv.dy * c - (sd->du.dy + sd->dv.dy) * a;
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#endif
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return sd->u * b + sd->v * c + (1.0f - sd->u - sd->v) * a;
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}
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else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) {
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if (dx)
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*dx = make_float2(0.0f, 0.0f);
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if (dy)
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*dy = make_float2(0.0f, 0.0f);
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return kernel_data_fetch(attributes_float2, desc.offset);
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}
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else {
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if (dx)
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*dx = make_float2(0.0f, 0.0f);
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if (dy)
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*dy = make_float2(0.0f, 0.0f);
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return make_float2(0.0f, 0.0f);
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}
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}
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ccl_device_noinline float3 subd_triangle_attribute_float3(KernelGlobals kg,
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ccl_private const ShaderData *sd,
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const AttributeDescriptor desc,
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ccl_private float3 *dx,
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ccl_private float3 *dy)
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{
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int patch = subd_triangle_patch(kg, sd);
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#ifdef __PATCH_EVAL__
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if (desc.flags & ATTR_SUBDIVIDED) {
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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float2 dpdu = uv[1] - uv[0];
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float2 dpdv = uv[2] - uv[0];
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/* p is [s, t] */
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float2 p = dpdu * sd->u + dpdv * sd->v + uv[0];
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float3 a, dads, dadt;
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a = patch_eval_float3(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
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# ifdef __RAY_DIFFERENTIALS__
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if (dx || dy) {
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float dsdu = dpdu.x;
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float dtdu = dpdu.y;
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float dsdv = dpdv.x;
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float dtdv = dpdv.y;
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if (dx) {
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float dudx = sd->du.dx;
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float dvdx = sd->dv.dx;
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float dsdx = dsdu * dudx + dsdv * dvdx;
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float dtdx = dtdu * dudx + dtdv * dvdx;
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*dx = dads * dsdx + dadt * dtdx;
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}
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if (dy) {
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float dudy = sd->du.dy;
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float dvdy = sd->dv.dy;
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float dsdy = dsdu * dudy + dsdv * dvdy;
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float dtdy = dtdu * dudy + dtdv * dvdy;
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*dy = dads * dsdy + dadt * dtdy;
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}
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}
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# endif
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return a;
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}
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else
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#endif /* __PATCH_EVAL__ */
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if (desc.element == ATTR_ELEMENT_FACE) {
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if (dx)
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*dx = make_float3(0.0f, 0.0f, 0.0f);
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if (dy)
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*dy = make_float3(0.0f, 0.0f, 0.0f);
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return kernel_data_fetch(attributes_float3, desc.offset + subd_triangle_patch_face(kg, patch));
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}
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else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
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float2 uv[3];
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subd_triangle_patch_uv(kg, sd, uv);
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uint4 v = subd_triangle_patch_indices(kg, patch);
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float3 f0 = kernel_data_fetch(attributes_float3, desc.offset + v.x);
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float3 f1 = kernel_data_fetch(attributes_float3, desc.offset + v.y);
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float3 f2 = kernel_data_fetch(attributes_float3, desc.offset + v.z);
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float3 f3 = kernel_data_fetch(attributes_float3, desc.offset + v.w);
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if (subd_triangle_patch_num_corners(kg, patch) != 4) {
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f1 = (f1 + f0) * 0.5f;
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f3 = (f3 + f0) * 0.5f;
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}
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float3 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
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float3 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
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float3 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
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#ifdef __RAY_DIFFERENTIALS__
|
|
if (dx)
|
|
*dx = sd->du.dx * b + sd->dv.dx * c - (sd->du.dx + sd->dv.dx) * a;
|
|
if (dy)
|
|
*dy = sd->du.dy * b + sd->dv.dy * c - (sd->du.dy + sd->dv.dy) * a;
|
|
#endif
|
|
|
|
return sd->u * b + sd->v * c + (1.0f - sd->u - sd->v) * a;
|
|
}
|
|
else if (desc.element == ATTR_ELEMENT_CORNER) {
|
|
float2 uv[3];
|
|
subd_triangle_patch_uv(kg, sd, uv);
|
|
|
|
int corners[4];
|
|
subd_triangle_patch_corners(kg, patch, corners);
|
|
|
|
float3 f0, f1, f2, f3;
|
|
|
|
f0 = kernel_data_fetch(attributes_float3, corners[0] + desc.offset);
|
|
f1 = kernel_data_fetch(attributes_float3, corners[1] + desc.offset);
|
|
f2 = kernel_data_fetch(attributes_float3, corners[2] + desc.offset);
|
|
f3 = kernel_data_fetch(attributes_float3, corners[3] + desc.offset);
|
|
|
|
if (subd_triangle_patch_num_corners(kg, patch) != 4) {
|
|
f1 = (f1 + f0) * 0.5f;
|
|
f3 = (f3 + f0) * 0.5f;
|
|
}
|
|
|
|
float3 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
|
|
float3 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
|
|
float3 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
if (dx)
|
|
*dx = sd->du.dx * b + sd->dv.dx * c - (sd->du.dx + sd->dv.dx) * a;
|
|
if (dy)
|
|
*dy = sd->du.dy * b + sd->dv.dy * c - (sd->du.dy + sd->dv.dy) * a;
|
|
#endif
|
|
|
|
return sd->u * b + sd->v * c + (1.0f - sd->u - sd->v) * a;
|
|
}
|
|
else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) {
|
|
if (dx)
|
|
*dx = make_float3(0.0f, 0.0f, 0.0f);
|
|
if (dy)
|
|
*dy = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
return kernel_data_fetch(attributes_float3, desc.offset);
|
|
}
|
|
else {
|
|
if (dx)
|
|
*dx = make_float3(0.0f, 0.0f, 0.0f);
|
|
if (dy)
|
|
*dy = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
|
|
ccl_device_noinline float4 subd_triangle_attribute_float4(KernelGlobals kg,
|
|
ccl_private const ShaderData *sd,
|
|
const AttributeDescriptor desc,
|
|
ccl_private float4 *dx,
|
|
ccl_private float4 *dy)
|
|
{
|
|
int patch = subd_triangle_patch(kg, sd);
|
|
|
|
#ifdef __PATCH_EVAL__
|
|
if (desc.flags & ATTR_SUBDIVIDED) {
|
|
float2 uv[3];
|
|
subd_triangle_patch_uv(kg, sd, uv);
|
|
|
|
float2 dpdu = uv[1] - uv[0];
|
|
float2 dpdv = uv[2] - uv[0];
|
|
|
|
/* p is [s, t] */
|
|
float2 p = dpdu * sd->u + dpdv * sd->v + uv[0];
|
|
|
|
float4 a, dads, dadt;
|
|
if (desc.type == NODE_ATTR_RGBA) {
|
|
a = patch_eval_uchar4(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
|
|
}
|
|
else {
|
|
a = patch_eval_float4(kg, sd, desc.offset, patch, p.x, p.y, 0, &dads, &dadt);
|
|
}
|
|
|
|
# ifdef __RAY_DIFFERENTIALS__
|
|
if (dx || dy) {
|
|
float dsdu = dpdu.x;
|
|
float dtdu = dpdu.y;
|
|
float dsdv = dpdv.x;
|
|
float dtdv = dpdv.y;
|
|
|
|
if (dx) {
|
|
float dudx = sd->du.dx;
|
|
float dvdx = sd->dv.dx;
|
|
|
|
float dsdx = dsdu * dudx + dsdv * dvdx;
|
|
float dtdx = dtdu * dudx + dtdv * dvdx;
|
|
|
|
*dx = dads * dsdx + dadt * dtdx;
|
|
}
|
|
if (dy) {
|
|
float dudy = sd->du.dy;
|
|
float dvdy = sd->dv.dy;
|
|
|
|
float dsdy = dsdu * dudy + dsdv * dvdy;
|
|
float dtdy = dtdu * dudy + dtdv * dvdy;
|
|
|
|
*dy = dads * dsdy + dadt * dtdy;
|
|
}
|
|
}
|
|
# endif
|
|
|
|
return a;
|
|
}
|
|
else
|
|
#endif /* __PATCH_EVAL__ */
|
|
if (desc.element == ATTR_ELEMENT_FACE) {
|
|
if (dx)
|
|
*dx = zero_float4();
|
|
if (dy)
|
|
*dy = zero_float4();
|
|
|
|
return kernel_data_fetch(attributes_float4, desc.offset + subd_triangle_patch_face(kg, patch));
|
|
}
|
|
else if (desc.element == ATTR_ELEMENT_VERTEX || desc.element == ATTR_ELEMENT_VERTEX_MOTION) {
|
|
float2 uv[3];
|
|
subd_triangle_patch_uv(kg, sd, uv);
|
|
|
|
uint4 v = subd_triangle_patch_indices(kg, patch);
|
|
|
|
float4 f0 = kernel_data_fetch(attributes_float4, desc.offset + v.x);
|
|
float4 f1 = kernel_data_fetch(attributes_float4, desc.offset + v.y);
|
|
float4 f2 = kernel_data_fetch(attributes_float4, desc.offset + v.z);
|
|
float4 f3 = kernel_data_fetch(attributes_float4, desc.offset + v.w);
|
|
|
|
if (subd_triangle_patch_num_corners(kg, patch) != 4) {
|
|
f1 = (f1 + f0) * 0.5f;
|
|
f3 = (f3 + f0) * 0.5f;
|
|
}
|
|
|
|
float4 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
|
|
float4 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
|
|
float4 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
if (dx)
|
|
*dx = sd->du.dx * b + sd->dv.dx * c - (sd->du.dx + sd->dv.dx) * a;
|
|
if (dy)
|
|
*dy = sd->du.dy * b + sd->dv.dy * c - (sd->du.dy + sd->dv.dy) * a;
|
|
#endif
|
|
|
|
return sd->u * b + sd->v * c + (1.0f - sd->u - sd->v) * a;
|
|
}
|
|
else if (desc.element == ATTR_ELEMENT_CORNER || desc.element == ATTR_ELEMENT_CORNER_BYTE) {
|
|
float2 uv[3];
|
|
subd_triangle_patch_uv(kg, sd, uv);
|
|
|
|
int corners[4];
|
|
subd_triangle_patch_corners(kg, patch, corners);
|
|
|
|
float4 f0, f1, f2, f3;
|
|
|
|
if (desc.element == ATTR_ELEMENT_CORNER_BYTE) {
|
|
f0 = color_srgb_to_linear_v4(
|
|
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, corners[0] + desc.offset)));
|
|
f1 = color_srgb_to_linear_v4(
|
|
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, corners[1] + desc.offset)));
|
|
f2 = color_srgb_to_linear_v4(
|
|
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, corners[2] + desc.offset)));
|
|
f3 = color_srgb_to_linear_v4(
|
|
color_uchar4_to_float4(kernel_data_fetch(attributes_uchar4, corners[3] + desc.offset)));
|
|
}
|
|
else {
|
|
f0 = kernel_data_fetch(attributes_float4, corners[0] + desc.offset);
|
|
f1 = kernel_data_fetch(attributes_float4, corners[1] + desc.offset);
|
|
f2 = kernel_data_fetch(attributes_float4, corners[2] + desc.offset);
|
|
f3 = kernel_data_fetch(attributes_float4, corners[3] + desc.offset);
|
|
}
|
|
|
|
if (subd_triangle_patch_num_corners(kg, patch) != 4) {
|
|
f1 = (f1 + f0) * 0.5f;
|
|
f3 = (f3 + f0) * 0.5f;
|
|
}
|
|
|
|
float4 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
|
|
float4 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
|
|
float4 c = mix(mix(f0, f1, uv[2].x), mix(f3, f2, uv[2].x), uv[2].y);
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
if (dx)
|
|
*dx = sd->du.dx * b + sd->dv.dx * c - (sd->du.dx + sd->dv.dx) * a;
|
|
if (dy)
|
|
*dy = sd->du.dy * b + sd->dv.dy * c - (sd->du.dy + sd->dv.dy) * a;
|
|
#endif
|
|
|
|
return sd->u * b + sd->v * c + (1.0f - sd->u - sd->v) * a;
|
|
}
|
|
else if (desc.element == ATTR_ELEMENT_OBJECT || desc.element == ATTR_ELEMENT_MESH) {
|
|
if (dx)
|
|
*dx = zero_float4();
|
|
if (dy)
|
|
*dy = zero_float4();
|
|
|
|
return kernel_data_fetch(attributes_float4, desc.offset);
|
|
}
|
|
else {
|
|
if (dx)
|
|
*dx = zero_float4();
|
|
if (dy)
|
|
*dy = zero_float4();
|
|
|
|
return zero_float4();
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|