701 lines
21 KiB
C++
701 lines
21 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/* BVH
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*
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* Bounding volume hierarchy for ray tracing. We compile different variations
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* of the same BVH traversal function for faster rendering when some types of
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* primitives are not needed, using #includes to work around the lack of
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* C++ templates in OpenCL.
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*
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* Originally based on "Understanding the Efficiency of Ray Traversal on GPUs",
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* the code has been extended and modified to support more primitives and work
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* with CPU/CUDA/OpenCL. */
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#ifdef __EMBREE__
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# include "kernel/bvh/bvh_embree.h"
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#endif
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CCL_NAMESPACE_BEGIN
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#include "kernel/bvh/bvh_types.h"
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#ifndef __KERNEL_OPTIX__
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/* Common QBVH functions. */
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# ifdef __QBVH__
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# include "kernel/bvh/qbvh_nodes.h"
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# ifdef __KERNEL_AVX2__
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# include "kernel/bvh/obvh_nodes.h"
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# endif
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# endif
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/* Regular BVH traversal */
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# include "kernel/bvh/bvh_nodes.h"
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# define BVH_FUNCTION_NAME bvh_intersect
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# define BVH_FUNCTION_FEATURES 0
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# include "kernel/bvh/bvh_traversal.h"
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# if defined(__INSTANCING__)
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# define BVH_FUNCTION_NAME bvh_intersect_instancing
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING
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# include "kernel/bvh/bvh_traversal.h"
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# endif
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# if defined(__HAIR__)
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# define BVH_FUNCTION_NAME bvh_intersect_hair
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR
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# include "kernel/bvh/bvh_traversal.h"
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# endif
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# if defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_MOTION
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# include "kernel/bvh/bvh_traversal.h"
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# endif
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# if defined(__HAIR__) && defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_hair_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR | BVH_MOTION
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# include "kernel/bvh/bvh_traversal.h"
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# endif
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/* Subsurface scattering BVH traversal */
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# if defined(__BVH_LOCAL__)
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# define BVH_FUNCTION_NAME bvh_intersect_local
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# define BVH_FUNCTION_FEATURES BVH_HAIR
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# include "kernel/bvh/bvh_local.h"
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# if defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_local_motion
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# define BVH_FUNCTION_FEATURES BVH_MOTION | BVH_HAIR
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# include "kernel/bvh/bvh_local.h"
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# endif
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# endif /* __BVH_LOCAL__ */
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/* Volume BVH traversal */
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# if defined(__VOLUME__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume
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# define BVH_FUNCTION_FEATURES BVH_HAIR
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# include "kernel/bvh/bvh_volume.h"
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# if defined(__INSTANCING__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume_instancing
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR
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# include "kernel/bvh/bvh_volume.h"
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# endif
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# if defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_MOTION | BVH_HAIR
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# include "kernel/bvh/bvh_volume.h"
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# endif
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# endif /* __VOLUME__ */
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/* Record all intersections - Shadow BVH traversal */
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# if defined(__SHADOW_RECORD_ALL__)
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# define BVH_FUNCTION_NAME bvh_intersect_shadow_all
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# define BVH_FUNCTION_FEATURES 0
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# include "kernel/bvh/bvh_shadow_all.h"
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# if defined(__INSTANCING__)
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# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_instancing
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING
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# include "kernel/bvh/bvh_shadow_all.h"
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# endif
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# if defined(__HAIR__)
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# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR
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# include "kernel/bvh/bvh_shadow_all.h"
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# endif
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# if defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_MOTION
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# include "kernel/bvh/bvh_shadow_all.h"
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# endif
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# if defined(__HAIR__) && defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_shadow_all_hair_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR | BVH_MOTION
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# include "kernel/bvh/bvh_shadow_all.h"
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# endif
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# endif /* __SHADOW_RECORD_ALL__ */
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/* Record all intersections - Volume BVH traversal */
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# if defined(__VOLUME_RECORD_ALL__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume_all
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# define BVH_FUNCTION_FEATURES BVH_HAIR
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# include "kernel/bvh/bvh_volume_all.h"
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# if defined(__INSTANCING__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume_all_instancing
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_HAIR
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# include "kernel/bvh/bvh_volume_all.h"
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# endif
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# if defined(__OBJECT_MOTION__)
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# define BVH_FUNCTION_NAME bvh_intersect_volume_all_motion
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# define BVH_FUNCTION_FEATURES BVH_INSTANCING | BVH_MOTION | BVH_HAIR
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# include "kernel/bvh/bvh_volume_all.h"
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# endif
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# endif /* __VOLUME_RECORD_ALL__ */
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# undef BVH_FEATURE
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# undef BVH_NAME_JOIN
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# undef BVH_NAME_EVAL
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# undef BVH_FUNCTION_FULL_NAME
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#endif /* __KERNEL_OPTIX__ */
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ccl_device_inline bool scene_intersect_valid(const Ray *ray)
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{
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/* NOTE: Due to some vectorization code non-finite origin point might
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* cause lots of false-positive intersections which will overflow traversal
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* stack.
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* This code is a quick way to perform early output, to avoid crashes in
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* such cases.
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* From production scenes so far it seems it's enough to test first element
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* only.
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* Scene intersection may also called with empty rays for conditional trace
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* calls that evaluate to false, so filter those out.
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*/
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return isfinite_safe(ray->P.x) && isfinite_safe(ray->D.x) && len_squared(ray->D) != 0.0f;
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}
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ccl_device_intersect bool scene_intersect(KernelGlobals *kg,
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const Ray *ray,
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const uint visibility,
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Intersection *isect)
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{
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PROFILING_INIT(kg, PROFILING_INTERSECT);
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#ifdef __KERNEL_OPTIX__
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uint p0 = 0;
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uint p1 = 0;
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uint p2 = 0;
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uint p3 = 0;
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uint p4 = visibility;
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uint p5 = PRIMITIVE_NONE;
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optixTrace(scene_intersect_valid(ray) ? kernel_data.bvh.scene : 0,
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ray->P,
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ray->D,
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0.0f,
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ray->t,
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ray->time,
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0xFF,
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OPTIX_RAY_FLAG_NONE,
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0,
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0,
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0, // SBT offset for PG_HITD
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p0,
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p1,
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p2,
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p3,
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p4,
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p5);
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isect->t = __uint_as_float(p0);
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isect->u = __uint_as_float(p1);
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isect->v = __uint_as_float(p2);
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isect->prim = p3;
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isect->object = p4;
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isect->type = p5;
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return p5 != PRIMITIVE_NONE;
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#else /* __KERNEL_OPTIX__ */
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if (!scene_intersect_valid(ray)) {
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return false;
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}
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# ifdef __EMBREE__
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if (kernel_data.bvh.scene) {
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isect->t = ray->t;
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CCLIntersectContext ctx(kg, CCLIntersectContext::RAY_REGULAR);
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IntersectContext rtc_ctx(&ctx);
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RTCRayHit ray_hit;
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kernel_embree_setup_rayhit(*ray, ray_hit, visibility);
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rtcIntersect1(kernel_data.bvh.scene, &rtc_ctx.context, &ray_hit);
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if (ray_hit.hit.geomID != RTC_INVALID_GEOMETRY_ID &&
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ray_hit.hit.primID != RTC_INVALID_GEOMETRY_ID) {
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kernel_embree_convert_hit(kg, &ray_hit.ray, &ray_hit.hit, isect);
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return true;
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}
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return false;
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}
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# endif /* __EMBREE__ */
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# ifdef __OBJECT_MOTION__
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if (kernel_data.bvh.have_motion) {
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# ifdef __HAIR__
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if (kernel_data.bvh.have_curves) {
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return bvh_intersect_hair_motion(kg, ray, isect, visibility);
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}
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# endif /* __HAIR__ */
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return bvh_intersect_motion(kg, ray, isect, visibility);
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}
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# endif /* __OBJECT_MOTION__ */
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# ifdef __HAIR__
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if (kernel_data.bvh.have_curves) {
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return bvh_intersect_hair(kg, ray, isect, visibility);
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}
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# endif /* __HAIR__ */
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# ifdef __KERNEL_CPU__
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# ifdef __INSTANCING__
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if (kernel_data.bvh.have_instancing) {
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return bvh_intersect_instancing(kg, ray, isect, visibility);
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}
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# endif /* __INSTANCING__ */
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return bvh_intersect(kg, ray, isect, visibility);
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# else /* __KERNEL_CPU__ */
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# ifdef __INSTANCING__
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return bvh_intersect_instancing(kg, ray, isect, visibility);
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# else
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return bvh_intersect(kg, ray, isect, visibility);
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# endif /* __INSTANCING__ */
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# endif /* __KERNEL_CPU__ */
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#endif /* __KERNEL_OPTIX__ */
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}
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#ifdef __BVH_LOCAL__
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ccl_device_intersect bool scene_intersect_local(KernelGlobals *kg,
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const Ray *ray,
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LocalIntersection *local_isect,
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int local_object,
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uint *lcg_state,
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int max_hits)
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{
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PROFILING_INIT(kg, PROFILING_INTERSECT_LOCAL);
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# ifdef __KERNEL_OPTIX__
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uint p0 = ((uint64_t)lcg_state) & 0xFFFFFFFF;
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uint p1 = (((uint64_t)lcg_state) >> 32) & 0xFFFFFFFF;
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uint p2 = ((uint64_t)local_isect) & 0xFFFFFFFF;
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uint p3 = (((uint64_t)local_isect) >> 32) & 0xFFFFFFFF;
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uint p4 = local_object;
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// Is set to zero on miss or if ray is aborted, so can be used as return value
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uint p5 = max_hits;
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local_isect->num_hits = 0; // Initialize hit count to zero
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optixTrace(scene_intersect_valid(ray) ? kernel_data.bvh.scene : 0,
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ray->P,
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ray->D,
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0.0f,
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ray->t,
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ray->time,
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// Need to always call into __anyhit__kernel_optix_local_hit
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0xFF,
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OPTIX_RAY_FLAG_ENFORCE_ANYHIT,
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1,
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0,
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0, // SBT offset for PG_HITL
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p0,
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p1,
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p2,
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p3,
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p4,
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p5);
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return p5;
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# else /* __KERNEL_OPTIX__ */
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if (!scene_intersect_valid(ray)) {
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local_isect->num_hits = 0;
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return false;
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}
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# ifdef __EMBREE__
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if (kernel_data.bvh.scene) {
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const bool has_bvh = !(kernel_tex_fetch(__object_flag, local_object) &
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SD_OBJECT_TRANSFORM_APPLIED);
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CCLIntersectContext ctx(
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kg, has_bvh ? CCLIntersectContext::RAY_SSS : CCLIntersectContext::RAY_LOCAL);
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ctx.lcg_state = lcg_state;
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ctx.max_hits = max_hits;
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ctx.local_isect = local_isect;
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if (local_isect) {
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local_isect->num_hits = 0;
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}
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ctx.local_object_id = local_object;
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IntersectContext rtc_ctx(&ctx);
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RTCRay rtc_ray;
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kernel_embree_setup_ray(*ray, rtc_ray, PATH_RAY_ALL_VISIBILITY);
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/* If this object has its own BVH, use it. */
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if (has_bvh) {
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RTCGeometry geom = rtcGetGeometry(kernel_data.bvh.scene, local_object * 2);
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if (geom) {
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float3 P = ray->P;
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float3 dir = ray->D;
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float3 idir = ray->D;
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Transform ob_itfm;
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rtc_ray.tfar = bvh_instance_motion_push(
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kg, local_object, ray, &P, &dir, &idir, ray->t, &ob_itfm);
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/* bvh_instance_motion_push() returns the inverse transform but
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* it's not needed here. */
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(void)ob_itfm;
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rtc_ray.org_x = P.x;
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rtc_ray.org_y = P.y;
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rtc_ray.org_z = P.z;
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rtc_ray.dir_x = dir.x;
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rtc_ray.dir_y = dir.y;
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rtc_ray.dir_z = dir.z;
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RTCScene scene = (RTCScene)rtcGetGeometryUserData(geom);
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kernel_assert(scene);
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if (scene) {
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rtcOccluded1(scene, &rtc_ctx.context, &rtc_ray);
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}
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}
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}
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else {
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rtcOccluded1(kernel_data.bvh.scene, &rtc_ctx.context, &rtc_ray);
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}
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/* rtcOccluded1 sets tfar to -inf if a hit was found. */
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return (local_isect && local_isect->num_hits > 0) || (rtc_ray.tfar < 0);
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;
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}
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# endif /* __EMBREE__ */
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# ifdef __OBJECT_MOTION__
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if (kernel_data.bvh.have_motion) {
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return bvh_intersect_local_motion(kg, ray, local_isect, local_object, lcg_state, max_hits);
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}
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# endif /* __OBJECT_MOTION__ */
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return bvh_intersect_local(kg, ray, local_isect, local_object, lcg_state, max_hits);
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# endif /* __KERNEL_OPTIX__ */
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}
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#endif
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#ifdef __SHADOW_RECORD_ALL__
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ccl_device_intersect bool scene_intersect_shadow_all(KernelGlobals *kg,
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const Ray *ray,
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Intersection *isect,
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uint visibility,
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uint max_hits,
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uint *num_hits)
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{
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PROFILING_INIT(kg, PROFILING_INTERSECT_SHADOW_ALL);
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# ifdef __KERNEL_OPTIX__
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uint p0 = ((uint64_t)isect) & 0xFFFFFFFF;
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uint p1 = (((uint64_t)isect) >> 32) & 0xFFFFFFFF;
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uint p3 = max_hits;
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uint p4 = visibility;
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uint p5 = false;
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*num_hits = 0; // Initialize hit count to zero
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optixTrace(scene_intersect_valid(ray) ? kernel_data.bvh.scene : 0,
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ray->P,
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ray->D,
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0.0f,
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ray->t,
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ray->time,
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// Need to always call into __anyhit__kernel_optix_shadow_all_hit
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0xFF,
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OPTIX_RAY_FLAG_ENFORCE_ANYHIT,
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2,
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0,
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0, // SBT offset for PG_HITS
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p0,
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p1,
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*num_hits,
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p3,
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p4,
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p5);
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return p5;
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# else /* __KERNEL_OPTIX__ */
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if (!scene_intersect_valid(ray)) {
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*num_hits = 0;
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return false;
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}
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# ifdef __EMBREE__
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if (kernel_data.bvh.scene) {
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CCLIntersectContext ctx(kg, CCLIntersectContext::RAY_SHADOW_ALL);
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ctx.isect_s = isect;
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ctx.max_hits = max_hits;
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ctx.num_hits = 0;
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IntersectContext rtc_ctx(&ctx);
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RTCRay rtc_ray;
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kernel_embree_setup_ray(*ray, rtc_ray, visibility);
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rtcOccluded1(kernel_data.bvh.scene, &rtc_ctx.context, &rtc_ray);
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if (ctx.num_hits > max_hits) {
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return true;
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}
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*num_hits = ctx.num_hits;
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return rtc_ray.tfar == -INFINITY;
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}
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# endif /* __EMBREE__ */
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# ifdef __OBJECT_MOTION__
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if (kernel_data.bvh.have_motion) {
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# ifdef __HAIR__
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if (kernel_data.bvh.have_curves) {
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return bvh_intersect_shadow_all_hair_motion(kg, ray, isect, visibility, max_hits, num_hits);
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}
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# endif /* __HAIR__ */
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return bvh_intersect_shadow_all_motion(kg, ray, isect, visibility, max_hits, num_hits);
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}
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# endif /* __OBJECT_MOTION__ */
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# ifdef __HAIR__
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if (kernel_data.bvh.have_curves) {
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return bvh_intersect_shadow_all_hair(kg, ray, isect, visibility, max_hits, num_hits);
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}
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# endif /* __HAIR__ */
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# ifdef __KERNEL_CPU__
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# ifdef __INSTANCING__
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if (kernel_data.bvh.have_instancing) {
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return bvh_intersect_shadow_all_instancing(kg, ray, isect, visibility, max_hits, num_hits);
|
|
}
|
|
# endif /* __INSTANCING__ */
|
|
return bvh_intersect_shadow_all(kg, ray, isect, visibility, max_hits, num_hits);
|
|
# else
|
|
# ifdef __INSTANCING__
|
|
return bvh_intersect_shadow_all_instancing(kg, ray, isect, visibility, max_hits, num_hits);
|
|
# else
|
|
return bvh_intersect_shadow_all(kg, ray, isect, visibility, max_hits, num_hits);
|
|
# endif /* __INSTANCING__ */
|
|
# endif /* __KERNEL_CPU__ */
|
|
# endif /* __KERNEL_OPTIX__ */
|
|
}
|
|
#endif /* __SHADOW_RECORD_ALL__ */
|
|
|
|
#ifdef __VOLUME__
|
|
ccl_device_intersect bool scene_intersect_volume(KernelGlobals *kg,
|
|
const Ray *ray,
|
|
Intersection *isect,
|
|
const uint visibility)
|
|
{
|
|
PROFILING_INIT(kg, PROFILING_INTERSECT_VOLUME);
|
|
|
|
# ifdef __KERNEL_OPTIX__
|
|
uint p0 = 0;
|
|
uint p1 = 0;
|
|
uint p2 = 0;
|
|
uint p3 = 0;
|
|
uint p4 = visibility;
|
|
uint p5 = PRIMITIVE_NONE;
|
|
|
|
optixTrace(scene_intersect_valid(ray) ? kernel_data.bvh.scene : 0,
|
|
ray->P,
|
|
ray->D,
|
|
0.0f,
|
|
ray->t,
|
|
ray->time,
|
|
// Visibility mask set to only intersect objects with volumes
|
|
0x02,
|
|
OPTIX_RAY_FLAG_NONE,
|
|
0,
|
|
0,
|
|
0, // SBT offset for PG_HITD
|
|
p0,
|
|
p1,
|
|
p2,
|
|
p3,
|
|
p4,
|
|
p5);
|
|
|
|
isect->t = __uint_as_float(p0);
|
|
isect->u = __uint_as_float(p1);
|
|
isect->v = __uint_as_float(p2);
|
|
isect->prim = p3;
|
|
isect->object = p4;
|
|
isect->type = p5;
|
|
|
|
return p5 != PRIMITIVE_NONE;
|
|
# else /* __KERNEL_OPTIX__ */
|
|
if (!scene_intersect_valid(ray)) {
|
|
return false;
|
|
}
|
|
|
|
# ifdef __OBJECT_MOTION__
|
|
if (kernel_data.bvh.have_motion) {
|
|
return bvh_intersect_volume_motion(kg, ray, isect, visibility);
|
|
}
|
|
# endif /* __OBJECT_MOTION__ */
|
|
|
|
# ifdef __KERNEL_CPU__
|
|
# ifdef __INSTANCING__
|
|
if (kernel_data.bvh.have_instancing) {
|
|
return bvh_intersect_volume_instancing(kg, ray, isect, visibility);
|
|
}
|
|
# endif /* __INSTANCING__ */
|
|
return bvh_intersect_volume(kg, ray, isect, visibility);
|
|
# else /* __KERNEL_CPU__ */
|
|
# ifdef __INSTANCING__
|
|
return bvh_intersect_volume_instancing(kg, ray, isect, visibility);
|
|
# else
|
|
return bvh_intersect_volume(kg, ray, isect, visibility);
|
|
# endif /* __INSTANCING__ */
|
|
# endif /* __KERNEL_CPU__ */
|
|
# endif /* __KERNEL_OPTIX__ */
|
|
}
|
|
#endif /* __VOLUME__ */
|
|
|
|
#ifdef __VOLUME_RECORD_ALL__
|
|
ccl_device_intersect uint scene_intersect_volume_all(KernelGlobals *kg,
|
|
const Ray *ray,
|
|
Intersection *isect,
|
|
const uint max_hits,
|
|
const uint visibility)
|
|
{
|
|
PROFILING_INIT(kg, PROFILING_INTERSECT_VOLUME_ALL);
|
|
|
|
if (!scene_intersect_valid(ray)) {
|
|
return false;
|
|
}
|
|
|
|
# ifdef __EMBREE__
|
|
if (kernel_data.bvh.scene) {
|
|
CCLIntersectContext ctx(kg, CCLIntersectContext::RAY_VOLUME_ALL);
|
|
ctx.isect_s = isect;
|
|
ctx.max_hits = max_hits;
|
|
ctx.num_hits = 0;
|
|
IntersectContext rtc_ctx(&ctx);
|
|
RTCRay rtc_ray;
|
|
kernel_embree_setup_ray(*ray, rtc_ray, visibility);
|
|
rtcOccluded1(kernel_data.bvh.scene, &rtc_ctx.context, &rtc_ray);
|
|
return ctx.num_hits;
|
|
}
|
|
# endif /* __EMBREE__ */
|
|
|
|
# ifdef __OBJECT_MOTION__
|
|
if (kernel_data.bvh.have_motion) {
|
|
return bvh_intersect_volume_all_motion(kg, ray, isect, max_hits, visibility);
|
|
}
|
|
# endif /* __OBJECT_MOTION__ */
|
|
|
|
# ifdef __INSTANCING__
|
|
if (kernel_data.bvh.have_instancing) {
|
|
return bvh_intersect_volume_all_instancing(kg, ray, isect, max_hits, visibility);
|
|
}
|
|
# endif /* __INSTANCING__ */
|
|
return bvh_intersect_volume_all(kg, ray, isect, max_hits, visibility);
|
|
}
|
|
#endif /* __VOLUME_RECORD_ALL__ */
|
|
|
|
/* Ray offset to avoid self intersection.
|
|
*
|
|
* This function should be used to compute a modified ray start position for
|
|
* rays leaving from a surface. */
|
|
|
|
ccl_device_inline float3 ray_offset(float3 P, float3 Ng)
|
|
{
|
|
#ifdef __INTERSECTION_REFINE__
|
|
const float epsilon_f = 1e-5f;
|
|
/* ideally this should match epsilon_f, but instancing and motion blur
|
|
* precision makes it problematic */
|
|
const float epsilon_test = 1.0f;
|
|
const int epsilon_i = 32;
|
|
|
|
float3 res;
|
|
|
|
/* x component */
|
|
if (fabsf(P.x) < epsilon_test) {
|
|
res.x = P.x + Ng.x * epsilon_f;
|
|
}
|
|
else {
|
|
uint ix = __float_as_uint(P.x);
|
|
ix += ((ix ^ __float_as_uint(Ng.x)) >> 31) ? -epsilon_i : epsilon_i;
|
|
res.x = __uint_as_float(ix);
|
|
}
|
|
|
|
/* y component */
|
|
if (fabsf(P.y) < epsilon_test) {
|
|
res.y = P.y + Ng.y * epsilon_f;
|
|
}
|
|
else {
|
|
uint iy = __float_as_uint(P.y);
|
|
iy += ((iy ^ __float_as_uint(Ng.y)) >> 31) ? -epsilon_i : epsilon_i;
|
|
res.y = __uint_as_float(iy);
|
|
}
|
|
|
|
/* z component */
|
|
if (fabsf(P.z) < epsilon_test) {
|
|
res.z = P.z + Ng.z * epsilon_f;
|
|
}
|
|
else {
|
|
uint iz = __float_as_uint(P.z);
|
|
iz += ((iz ^ __float_as_uint(Ng.z)) >> 31) ? -epsilon_i : epsilon_i;
|
|
res.z = __uint_as_float(iz);
|
|
}
|
|
|
|
return res;
|
|
#else
|
|
const float epsilon_f = 1e-4f;
|
|
return P + epsilon_f * Ng;
|
|
#endif
|
|
}
|
|
|
|
#if defined(__VOLUME_RECORD_ALL__) || (defined(__SHADOW_RECORD_ALL__) && defined(__KERNEL_CPU__))
|
|
/* ToDo: Move to another file? */
|
|
ccl_device int intersections_compare(const void *a, const void *b)
|
|
{
|
|
const Intersection *isect_a = (const Intersection *)a;
|
|
const Intersection *isect_b = (const Intersection *)b;
|
|
|
|
if (isect_a->t < isect_b->t)
|
|
return -1;
|
|
else if (isect_a->t > isect_b->t)
|
|
return 1;
|
|
else
|
|
return 0;
|
|
}
|
|
#endif
|
|
|
|
#if defined(__SHADOW_RECORD_ALL__)
|
|
ccl_device_inline void sort_intersections(Intersection *hits, uint num_hits)
|
|
{
|
|
# ifdef __KERNEL_GPU__
|
|
/* Use bubble sort which has more friendly memory pattern on GPU. */
|
|
bool swapped;
|
|
do {
|
|
swapped = false;
|
|
for (int j = 0; j < num_hits - 1; ++j) {
|
|
if (hits[j].t > hits[j + 1].t) {
|
|
struct Intersection tmp = hits[j];
|
|
hits[j] = hits[j + 1];
|
|
hits[j + 1] = tmp;
|
|
swapped = true;
|
|
}
|
|
}
|
|
--num_hits;
|
|
} while (swapped);
|
|
# else
|
|
qsort(hits, num_hits, sizeof(Intersection), intersections_compare);
|
|
# endif
|
|
}
|
|
#endif /* __SHADOW_RECORD_ALL__ | __VOLUME_RECORD_ALL__ */
|
|
|
|
CCL_NAMESPACE_END
|