Cycles: Replace object index hack with actual checks for SD_TRANSFORM_APPLIED

Using ones complement for detecting if transform has been applied was confusing
and led to several bugs. With this proper checks are made.

Also added a few transforms where they were missing, mostly affecting baking
and displacement when `P` is used in the shader (previously `P` was in the
wrong space for these shaders)

Also removed `TIME_INVALID` as this may have resulted in incorrect
transforms in some cases.

Reviewed By: brecht

Differential Revision: https://developer.blender.org/D2192
This commit is contained in:
Mai Lavelle 2016-09-02 21:37:17 -04:00
parent 92a2c49aab
commit 013b46d6bd
14 changed files with 61 additions and 44 deletions

View File

@ -681,8 +681,7 @@ void BlenderSession::bake(BL::Object& b_object,
}
}
/* when used, non-instanced convention: object = ~object */
int object = ~object_index;
int object = object_index;
BakeData *bake_data = scene->bake_manager->init(object, tri_offset, num_pixels);

View File

@ -564,6 +564,15 @@ ccl_device_inline void bvh_instance_motion_pop_factor(KernelGlobals *kg,
*/
#ifdef __KERNEL_OPENCL__
ccl_device_inline void object_position_transform_addrspace(KernelGlobals *kg,
const ShaderData *sd,
ccl_addr_space float3 *P)
{
float3 private_P = *P;
object_position_transform(kg, sd, &private_P);
*P = private_P;
}
ccl_device_inline void object_dir_transform_addrspace(KernelGlobals *kg,
const ShaderData *sd,
ccl_addr_space float3 *D)
@ -584,9 +593,11 @@ ccl_device_inline void object_normal_transform_addrspace(KernelGlobals *kg,
#endif
#ifndef __KERNEL_OPENCL__
# define object_position_transform_auto object_position_transform
# define object_dir_transform_auto object_dir_transform
# define object_normal_transform_auto object_normal_transform
#else
# define object_position_transform_auto object_position_transform_addrspace
# define object_dir_transform_auto object_dir_transform_addrspace
# define object_normal_transform_auto object_normal_transform_addrspace
#endif

View File

@ -52,8 +52,8 @@ ccl_device_inline void triangle_point_normal(KernelGlobals *kg, int object, int
float t = 1.0f - u - v;
*P = (u*v0 + v*v1 + t*v2);
/* get object flags, instance-aware */
int object_flag = kernel_tex_fetch(__object_flag, object >= 0 ? object : ~object);
/* get object flags */
int object_flag = kernel_tex_fetch(__object_flag, object);
/* compute normal */
if(object_flag & SD_NEGATIVE_SCALE_APPLIED)

View File

@ -41,7 +41,7 @@ ccl_device_inline void compute_light_pass(KernelGlobals *kg,
ray.D = -sd->Ng;
ray.t = FLT_MAX;
#ifdef __CAMERA_MOTION__
ray.time = TIME_INVALID;
ray.time = 0.5f;
#endif
/* init radiance */
@ -313,15 +313,14 @@ ccl_device void kernel_bake_evaluate(KernelGlobals *kg, ccl_global uint4 *input,
triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
/* dummy initilizations copied from SHADER_EVAL_DISPLACE */
float3 I = Ng;
float t = 1.0f;
float time = TIME_INVALID;
/* light passes */
PathRadiance L;
shader_setup_from_sample(kg, &sd, P, Ng, I, shader, object, prim, u, v, t, time);
shader_setup_from_sample(kg, &sd,
P, Ng, Ng,
shader, object, prim,
u, v, 1.0f, 0.5f,
!(kernel_tex_fetch(__object_flag, object) & SD_TRANSFORM_APPLIED));
sd.I = sd.N;
/* update differentials */
@ -525,6 +524,8 @@ ccl_device void kernel_shader_evaluate(KernelGlobals *kg,
float3 P = sd.P;
shader_eval_displacement(kg, &sd, &state, SHADER_CONTEXT_MAIN);
out = sd.P - P;
object_inverse_dir_transform(kg, &sd, &out);
}
else { // SHADER_EVAL_BACKGROUND
/* setup ray */

View File

@ -321,7 +321,7 @@ ccl_device_inline void camera_sample(KernelGlobals *kg,
#ifdef __CAMERA_MOTION__
/* motion blur */
if(kernel_data.cam.shuttertime == -1.0f) {
ray->time = TIME_INVALID;
ray->time = 0.5f;
}
else {
/* TODO(sergey): Such lookup is unneeded when there's rolling shutter

View File

@ -56,7 +56,10 @@ ccl_device_noinline float3 direct_emissive_eval(KernelGlobals *kg,
}
else
{
shader_setup_from_sample(kg, emission_sd, ls->P, ls->Ng, I, ls->shader, ls->object, ls->prim, ls->u, ls->v, t, time);
shader_setup_from_sample(kg, emission_sd,
ls->P, ls->Ng, I,
ls->shader, ls->object, ls->prim,
ls->u, ls->v, t, time, false);
ls->Ng = ccl_fetch(emission_sd, Ng);

View File

@ -747,7 +747,7 @@ ccl_device void object_transform_light_sample(KernelGlobals *kg, LightSample *ls
{
#ifdef __INSTANCING__
/* instance transform */
if(object >= 0) {
if(!(kernel_tex_fetch(__object_flag, object) & SD_TRANSFORM_APPLIED)) {
# ifdef __OBJECT_MOTION__
Transform itfm;
Transform tfm = object_fetch_transform_motion_test(kg, object, time, &itfm);

View File

@ -241,7 +241,8 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
const float3 I,
int shader, int object, int prim,
float u, float v, float t,
float time)
float time,
bool object_space)
{
/* vectors */
ccl_fetch(sd, P) = P;
@ -263,20 +264,6 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
#endif
ccl_fetch(sd, ray_length) = t;
/* detect instancing, for non-instanced the object index is -object-1 */
#ifdef __INSTANCING__
bool instanced = false;
if(ccl_fetch(sd, prim) != PRIM_NONE) {
if(ccl_fetch(sd, object) >= 0)
instanced = true;
else
#endif
ccl_fetch(sd, object) = ~ccl_fetch(sd, object);
#ifdef __INSTANCING__
}
#endif
ccl_fetch(sd, flag) = kernel_tex_fetch(__shader_flag, (ccl_fetch(sd, shader) & SHADER_MASK)*2);
if(ccl_fetch(sd, object) != OBJECT_NONE) {
ccl_fetch(sd, flag) |= kernel_tex_fetch(__object_flag, ccl_fetch(sd, object));
@ -290,14 +277,23 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
}
#endif
/* transform into world space */
if(object_space) {
object_position_transform_auto(kg, sd, &ccl_fetch(sd, P));
object_normal_transform_auto(kg, sd, &ccl_fetch(sd, Ng));
ccl_fetch(sd, N) = ccl_fetch(sd, Ng);
object_dir_transform_auto(kg, sd, &ccl_fetch(sd, I));
}
if(ccl_fetch(sd, type) & PRIMITIVE_TRIANGLE) {
/* smooth normal */
if(ccl_fetch(sd, shader) & SHADER_SMOOTH_NORMAL) {
ccl_fetch(sd, N) = triangle_smooth_normal(kg, ccl_fetch(sd, prim), ccl_fetch(sd, u), ccl_fetch(sd, v));
#ifdef __INSTANCING__
if(instanced)
if(!(ccl_fetch(sd, flag) & SD_TRANSFORM_APPLIED)) {
object_normal_transform_auto(kg, sd, &ccl_fetch(sd, N));
}
#endif
}
@ -306,7 +302,7 @@ ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
triangle_dPdudv(kg, ccl_fetch(sd, prim), &ccl_fetch(sd, dPdu), &ccl_fetch(sd, dPdv));
# ifdef __INSTANCING__
if(instanced) {
if(!(ccl_fetch(sd, flag) & SD_TRANSFORM_APPLIED)) {
object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdu));
object_dir_transform_auto(kg, sd, &ccl_fetch(sd, dPdv));
}
@ -357,9 +353,11 @@ ccl_device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
/* force smooth shading for displacement */
shader |= SHADER_SMOOTH_NORMAL;
/* watch out: no instance transform currently */
shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID);
shader_setup_from_sample(kg, sd,
P, Ng, I,
shader, object, prim,
u, v, 0.0f, 0.5f,
!(kernel_tex_fetch(__object_flag, object) & SD_TRANSFORM_APPLIED));
}
/* ShaderData setup from ray into background */

View File

@ -42,7 +42,6 @@ CCL_NAMESPACE_BEGIN
#define RAMP_TABLE_SIZE 256
#define SHUTTER_TABLE_SIZE 256
#define PARTICLE_SIZE 5
#define TIME_INVALID FLT_MAX
#define BSSRDF_MIN_RADIUS 1e-8f
#define BSSRDF_MAX_HITS 4

View File

@ -18,6 +18,8 @@
displacement node_output_displacement(float Displacement = 0.0)
{
P += N * Displacement * 0.1; /* todo: get rid of this factor */
vector dP = normalize(transform("object", N));
dP *= Displacement * 0.1; /* todo: get rid of this factor */
P += transform("object", "world", dP);
}

View File

@ -261,7 +261,7 @@ ccl_device_noinline void svm_eval_nodes(KernelGlobals *kg, ShaderData *sd, ccl_a
svm_node_geometry_bump_dy(kg, sd, stack, node.y, node.z);
break;
case NODE_SET_DISPLACEMENT:
svm_node_set_displacement(sd, stack, node.y);
svm_node_set_displacement(kg, sd, stack, node.y);
break;
# endif /* NODES_FEATURE(NODE_FEATURE_BUMP) */
# ifdef __TEXTURES__

View File

@ -76,10 +76,18 @@ ccl_device void svm_node_set_bump(KernelGlobals *kg, ShaderData *sd, float *stac
/* Displacement Node */
ccl_device void svm_node_set_displacement(ShaderData *sd, float *stack, uint fac_offset)
ccl_device void svm_node_set_displacement(KernelGlobals *kg, ShaderData *sd, float *stack, uint fac_offset)
{
float d = stack_load_float(stack, fac_offset);
ccl_fetch(sd, P) += ccl_fetch(sd, N)*d*0.1f; /* todo: get rid of this factor */
float3 dP = ccl_fetch(sd, N);
object_inverse_normal_transform(kg, sd, &dP);
dP *= d*0.1f; /* todo: get rid of this factor */
object_dir_transform(kg, sd, &dP);
ccl_fetch(sd, P) += dP;
}
CCL_NAMESPACE_END

View File

@ -309,9 +309,6 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
int object_id = j;
int shader_flag = 0;
if(transform_applied)
object_id = ~object_id;
if(!(object->visibility & PATH_RAY_DIFFUSE)) {
shader_flag |= SHADER_EXCLUDE_DIFFUSE;
use_light_visibility = true;

View File

@ -86,8 +86,7 @@ bool MeshManager::displace(Device *device, DeviceScene *dscene, Scene *scene, Me
done[t.v[j]] = true;
/* set up object, primitive and barycentric coordinates */
/* when used, non-instanced convention: object = ~object */
int object = ~object_index;
int object = object_index;
int prim = mesh->tri_offset + i;
float u, v;