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blender-archive/intern/cycles/kernel/geom/subd_triangle.h
Brecht Van Lommel 38af5b0501 Cycles: switch Cycles triangle barycentric convention to match Embree/OptiX
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.
2022-07-27 21:03:33 +02:00

665 lines
20 KiB
C++

/* SPDX-License-Identifier: Apache-2.0
* Copyright 2011-2022 Blender Foundation */
/* Functions for retrieving attributes on triangles produced from subdivision meshes */
#pragma once
CCL_NAMESPACE_BEGIN
/* UV coords of triangle within patch */
ccl_device_inline void subd_triangle_patch_uv(KernelGlobals kg,
ccl_private const ShaderData *sd,
float2 uv[3])
{
uint4 tri_vindex = kernel_data_fetch(tri_vindex, sd->prim);
uv[0] = kernel_data_fetch(tri_patch_uv, tri_vindex.x);
uv[1] = kernel_data_fetch(tri_patch_uv, tri_vindex.y);
uv[2] = kernel_data_fetch(tri_patch_uv, tri_vindex.z);
}
/* Vertex indices of patch */
ccl_device_inline uint4 subd_triangle_patch_indices(KernelGlobals kg, int patch)
{
uint4 indices;
indices.x = kernel_data_fetch(patches, patch + 0);
indices.y = kernel_data_fetch(patches, patch + 1);
indices.z = kernel_data_fetch(patches, patch + 2);
indices.w = kernel_data_fetch(patches, patch + 3);
return indices;
}
/* Originating face for patch */
ccl_device_inline uint subd_triangle_patch_face(KernelGlobals kg, int patch)
{
return kernel_data_fetch(patches, patch + 4);
}
/* Number of corners on originating face */
ccl_device_inline uint subd_triangle_patch_num_corners(KernelGlobals kg, int patch)
{
return kernel_data_fetch(patches, patch + 5) & 0xffff;
}
/* Indices of the four corners that are used by the patch */
ccl_device_inline void subd_triangle_patch_corners(KernelGlobals kg, int patch, int corners[4])
{
uint4 data;
data.x = kernel_data_fetch(patches, patch + 4);
data.y = kernel_data_fetch(patches, patch + 5);
data.z = kernel_data_fetch(patches, patch + 6);
data.w = kernel_data_fetch(patches, patch + 7);
int num_corners = data.y & 0xffff;
if (num_corners == 4) {
/* quad */
corners[0] = data.z;
corners[1] = data.z + 1;
corners[2] = data.z + 2;
corners[3] = data.z + 3;
}
else {
/* ngon */
int c = data.y >> 16;
corners[0] = data.z + c;
corners[1] = data.z + mod(c + 1, num_corners);
corners[2] = data.w;
corners[3] = data.z + mod(c - 1, num_corners);
}
}
/* Reading attributes on various subdivision triangle elements */
ccl_device_noinline float subd_triangle_attribute_float(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float *dx,
ccl_private float *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];
float a, dads, dadt;
a = patch_eval_float(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 = 0.0f;
if (dy)
*dy = 0.0f;
return kernel_data_fetch(attributes_float, 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);
float f0 = kernel_data_fetch(attributes_float, desc.offset + v.x);
float f1 = kernel_data_fetch(attributes_float, desc.offset + v.y);
float f2 = kernel_data_fetch(attributes_float, desc.offset + v.z);
float f3 = kernel_data_fetch(attributes_float, desc.offset + v.w);
if (subd_triangle_patch_num_corners(kg, patch) != 4) {
f1 = (f1 + f0) * 0.5f;
f3 = (f3 + f0) * 0.5f;
}
float a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
float b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
float 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) {
float2 uv[3];
subd_triangle_patch_uv(kg, sd, uv);
int corners[4];
subd_triangle_patch_corners(kg, patch, corners);
float f0 = kernel_data_fetch(attributes_float, corners[0] + desc.offset);
float f1 = kernel_data_fetch(attributes_float, corners[1] + desc.offset);
float f2 = kernel_data_fetch(attributes_float, corners[2] + desc.offset);
float f3 = kernel_data_fetch(attributes_float, corners[3] + desc.offset);
if (subd_triangle_patch_num_corners(kg, patch) != 4) {
f1 = (f1 + f0) * 0.5f;
f3 = (f3 + f0) * 0.5f;
}
float a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
float b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
float 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 = 0.0f;
if (dy)
*dy = 0.0f;
return kernel_data_fetch(attributes_float, desc.offset);
}
else {
if (dx)
*dx = 0.0f;
if (dy)
*dy = 0.0f;
return 0.0f;
}
}
ccl_device_noinline float2 subd_triangle_attribute_float2(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float2 *dx,
ccl_private float2 *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];
float2 a, dads, dadt;
a = patch_eval_float2(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 = make_float2(0.0f, 0.0f);
if (dy)
*dy = make_float2(0.0f, 0.0f);
return kernel_data_fetch(attributes_float2, 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);
float2 f0 = kernel_data_fetch(attributes_float2, desc.offset + v.x);
float2 f1 = kernel_data_fetch(attributes_float2, desc.offset + v.y);
float2 f2 = kernel_data_fetch(attributes_float2, desc.offset + v.z);
float2 f3 = kernel_data_fetch(attributes_float2, desc.offset + v.w);
if (subd_triangle_patch_num_corners(kg, patch) != 4) {
f1 = (f1 + f0) * 0.5f;
f3 = (f3 + f0) * 0.5f;
}
float2 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
float2 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
float2 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) {
float2 uv[3];
subd_triangle_patch_uv(kg, sd, uv);
int corners[4];
subd_triangle_patch_corners(kg, patch, corners);
float2 f0, f1, f2, f3;
f0 = kernel_data_fetch(attributes_float2, corners[0] + desc.offset);
f1 = kernel_data_fetch(attributes_float2, corners[1] + desc.offset);
f2 = kernel_data_fetch(attributes_float2, corners[2] + desc.offset);
f3 = kernel_data_fetch(attributes_float2, corners[3] + desc.offset);
if (subd_triangle_patch_num_corners(kg, patch) != 4) {
f1 = (f1 + f0) * 0.5f;
f3 = (f3 + f0) * 0.5f;
}
float2 a = mix(mix(f0, f1, uv[0].x), mix(f3, f2, uv[0].x), uv[0].y);
float2 b = mix(mix(f0, f1, uv[1].x), mix(f3, f2, uv[1].x), uv[1].y);
float2 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_float2(0.0f, 0.0f);
if (dy)
*dy = make_float2(0.0f, 0.0f);
return kernel_data_fetch(attributes_float2, desc.offset);
}
else {
if (dx)
*dx = make_float2(0.0f, 0.0f);
if (dy)
*dy = make_float2(0.0f, 0.0f);
return make_float2(0.0f, 0.0f);
}
}
ccl_device_noinline float3 subd_triangle_attribute_float3(KernelGlobals kg,
ccl_private const ShaderData *sd,
const AttributeDescriptor desc,
ccl_private float3 *dx,
ccl_private float3 *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];
float3 a, dads, dadt;
a = patch_eval_float3(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 = 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 + 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);
float3 f0 = kernel_data_fetch(attributes_float3, desc.offset + v.x);
float3 f1 = kernel_data_fetch(attributes_float3, desc.offset + v.y);
float3 f2 = kernel_data_fetch(attributes_float3, desc.offset + v.z);
float3 f3 = kernel_data_fetch(attributes_float3, desc.offset + v.w);
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_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