Cycles: add support for mesh deformation motion blur.

This commit is contained in:
Brecht Van Lommel 2014-03-29 13:03:47 +01:00
parent 8f33538fab
commit 6020d00990
17 changed files with 534 additions and 24 deletions

View File

@ -559,6 +559,9 @@ void BlenderSync::sync_mesh_motion(BL::Object b_ob, Object *object, float motion
int time_index = 0;
if(scene->need_motion() == Scene::MOTION_BLUR) {
if(!mesh->use_motion_blur)
return;
/* see if this mesh needs motion data at this time */
vector<float> object_times = object->motion_times();
bool found = false;

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@ -324,8 +324,10 @@ Object *BlenderSync::sync_object(BL::Object b_parent, int persistent_id[OBJECT_P
Mesh *mesh = object->mesh;
if(true) {
if(true)
if(true) {
mesh->motion_steps = 3;
mesh->use_motion_blur = true;
}
vector<float> times = object->motion_times();
foreach(float time, times)

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@ -241,6 +241,10 @@ void BVH::pack_triangle(int idx, float4 woop[3])
/* create Woop triangle */
int tob = pack.prim_object[idx];
const Mesh *mesh = objects[tob]->mesh;
if(mesh->has_motion_blur())
return;
int tidx = pack.prim_index[idx];
const int *vidx = mesh->triangles[tidx].v;
const float3* vpos = &mesh->verts[0];
@ -646,6 +650,20 @@ void RegularBVH::refit_node(int idx, bool leaf, BoundBox& bbox, uint& visibility
const float3 *vpos = &mesh->verts[0];
triangle.bounds_grow(vpos, bbox);
/* motion triangles */
if(mesh->use_motion_blur) {
Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if(attr) {
size_t mesh_size = mesh->verts.size();
size_t steps = mesh->motion_steps - 1;
float3 *vert_steps = attr->data_float3();
for (size_t i = 0; i < steps; i++)
triangle.bounds_grow(vert_steps + i*mesh_size, bbox);
}
}
}
}

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@ -70,6 +70,11 @@ BVHBuild::~BVHBuild()
void BVHBuild::add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh, int i)
{
Attribute *attr_mP = NULL;
if(mesh->has_motion_blur())
attr_mP = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
for(uint j = 0; j < mesh->triangles.size(); j++) {
Mesh::Triangle t = mesh->triangles[j];
BoundBox bounds = BoundBox::empty;
@ -77,6 +82,18 @@ void BVHBuild::add_reference_mesh(BoundBox& root, BoundBox& center, Mesh *mesh,
t.bounds_grow(&mesh->verts[0], bounds);
/* motion triangles */
if(attr_mP) {
size_t mesh_size = mesh->verts.size();
size_t steps = mesh->motion_steps - 1;
float3 *vert_steps = attr_mP->data_float3();
for(size_t i = 0; i < steps; i++)
t.bounds_grow(vert_steps + i*mesh_size, bounds);
type = PRIMITIVE_MOTION_TRIANGLE;
}
if(bounds.valid()) {
references.push_back(BVHReference(bounds, j, i, type));
root.grow(bounds);

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@ -113,6 +113,7 @@ set(SRC_GEOM_HEADERS
geom/geom_bvh_subsurface.h
geom/geom_bvh_traversal.h
geom/geom_curve.h
geom/geom_motion_triangle.h
geom/geom_object.h
geom/geom_triangle.h
)

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@ -43,6 +43,7 @@
#include "geom_object.h"
#include "geom_curve.h"
#include "geom_triangle.h"
#include "geom_motion_triangle.h"
CCL_NAMESPACE_BEGIN

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@ -218,6 +218,10 @@ ccl_device uint BVH_FUNCTION_NAME(KernelGlobals *kg, const Ray *ray, Intersectio
triangle_intersect_subsurface(kg, isect_array, P, idir, object, primAddr, isect_t, &num_hits, lcg_state, max_hits);
break;
}
case PRIMITIVE_MOTION_TRIANGLE: {
motion_triangle_intersect_subsurface(kg, isect_array, P, idir, ray->time, object, primAddr, isect_t, &num_hits, lcg_state, max_hits);
break;
}
default: {
break;
}

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@ -256,6 +256,10 @@ ccl_device bool BVH_FUNCTION_NAME
hit = triangle_intersect(kg, isect, P, idir, visibility, object, primAddr);
break;
}
case PRIMITIVE_MOTION_TRIANGLE: {
hit = motion_triangle_intersect(kg, isect, P, idir, ray->time, visibility, object, primAddr);
break;
}
#if FEATURE(BVH_HAIR)
case PRIMITIVE_CURVE: {
#if FEATURE(BVH_HAIR_MINIMUM_WIDTH)

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@ -0,0 +1,370 @@
/*
* Adapted from code Copyright 2009-2010 NVIDIA Corporation
* Modifications Copyright 2011, Blender Foundation.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
/* todo: find a better (faster) solution for this, maybe store offset per object */
ccl_device_inline int find_attribute_motion(KernelGlobals *kg, int object, uint id, AttributeElement *elem)
{
uint attr_offset = object*kernel_data.bvh.attributes_map_stride;
uint4 attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
while(attr_map.x != id) {
attr_offset += ATTR_PRIM_TYPES;
attr_map = kernel_tex_fetch(__attributes_map, attr_offset);
}
*elem = (AttributeElement)attr_map.y;
/* return result */
return (attr_map.y == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : (int)attr_map.z;
}
ccl_device_inline void motion_triangle_verts_for_step(KernelGlobals *kg, float3 tri_vindex, int offset, int numverts, int numsteps, int step, float3 verts[3])
{
if(step == numsteps) {
/* center step: regular vertex location */
verts[0] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.x)));
verts[1] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.y)));
verts[2] = float4_to_float3(kernel_tex_fetch(__tri_verts, __float_as_int(tri_vindex.z)));
}
else {
/* center step not store in this array */
if(step > numsteps)
step--;
offset += step*numverts;
verts[0] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x)));
verts[1] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y)));
verts[2] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.z)));
}
}
ccl_device_inline void motion_triangle_normals_for_step(KernelGlobals *kg, float3 tri_vindex, int offset, int numverts, int numsteps, int step, float3 normals[3])
{
if(step == numsteps) {
/* center step: regular vertex location */
normals[0] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.x)));
normals[1] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.y)));
normals[2] = float4_to_float3(kernel_tex_fetch(__tri_vnormal, __float_as_int(tri_vindex.z)));
}
else {
/* center step not store in this array */
if(step > numsteps)
step--;
offset += step*numverts;
normals[0] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.x)));
normals[1] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.y)));
normals[2] = float4_to_float3(kernel_tex_fetch(__attributes_float3, offset + __float_as_int(tri_vindex.z)));
}
}
/* return 3 triangle vertex locations */
ccl_device_inline void motion_triangle_vertices(KernelGlobals *kg, int object, int prim, float time, float3 verts[3])
{
/* get motion info */
int numsteps, numverts;
object_motion_info(kg, object, &numsteps, &numverts, NULL);
/* figure out which steps we need to fetch and their interpolation factor */
int maxstep = numsteps*2;
int step = min((int)(time*maxstep), maxstep-1);
float t = time*maxstep - step;
/* find attribute */
AttributeElement elem;
int offset = find_attribute_motion(kg, object, ATTR_STD_MOTION_VERTEX_POSITION, &elem);
kernel_assert(offset != ATTR_STD_NOT_FOUND);
/* fetch vertex coordinates */
float3 next_verts[3];
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, prim));
motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts);
motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_verts);
/* interpolate between steps */
verts[0] = (1.0f - t)*verts[0] + t*next_verts[0];
verts[1] = (1.0f - t)*verts[1] + t*next_verts[1];
verts[2] = (1.0f - t)*verts[2] + t*next_verts[2];
}
/* Refine triangle intersection to more precise hit point. For rays that travel
* far the precision is often not so good, this reintersects the primitive from
* a closer distance. */
ccl_device_inline float3 motion_triangle_refine(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3])
{
float3 P = ray->P;
float3 D = ray->D;
float t = isect->t;
#ifdef __INTERSECTION_REFINE__
if(isect->object != ~0) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_itfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
#endif
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D*t);
D = normalize_len(D, &t);
}
P = P + D*t;
/* compute refined intersection distance */
const float3 e1 = verts[0] - verts[2];
const float3 e2 = verts[1] - verts[2];
const float3 s1 = cross(D, e2);
const float invdivisor = 1.0f/dot(s1, e1);
const float3 d = P - verts[2];
const float3 s2 = cross(d, e1);
float rt = dot(e2, s2)*invdivisor;
/* compute refined position */
P = P + D*rt;
if(isect->object != ~0) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_tfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
#endif
P = transform_point(&tfm, P);
}
return P;
#else
return P + D*t;
#endif
}
/* same as above, except that isect->t is assumed to be in object space for instancing */
ccl_device_inline float3 motion_triangle_refine_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, float3 verts[3])
{
float3 P = ray->P;
float3 D = ray->D;
float t = isect->t;
#ifdef __INTERSECTION_REFINE__
if(isect->object != ~0) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_itfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_INVERSE_TRANSFORM);
#endif
P = transform_point(&tfm, P);
D = transform_direction(&tfm, D);
D = normalize(D);
}
P = P + D*t;
/* compute refined intersection distance */
const float3 e1 = verts[0] - verts[2];
const float3 e2 = verts[1] - verts[2];
const float3 s1 = cross(D, e2);
const float invdivisor = 1.0f/dot(s1, e1);
const float3 d = P - verts[2];
const float3 s2 = cross(d, e1);
float rt = dot(e2, s2)*invdivisor;
P = P + D*rt;
if(isect->object != ~0) {
#ifdef __OBJECT_MOTION__
Transform tfm = sd->ob_tfm;
#else
Transform tfm = object_fetch_transform(kg, isect->object, OBJECT_TRANSFORM);
#endif
P = transform_point(&tfm, P);
}
return P;
#else
return P + D*t;
#endif
}
/* return 3 triangle vertex normals */
ccl_device_noinline void motion_triangle_shader_setup(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, bool subsurface)
{
/* get shader */
float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
sd->shader = __float_as_int(Ns.w);
/* get motion info */
int numsteps, numverts;
object_motion_info(kg, sd->object, &numsteps, &numverts, NULL);
/* figure out which steps we need to fetch and their interpolation factor */
int maxstep = numsteps*2;
int step = min((int)(sd->time*maxstep), maxstep-1);
float t = sd->time*maxstep - step;
/* find attribute */
AttributeElement elem;
int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_POSITION, &elem);
kernel_assert(offset != ATTR_STD_NOT_FOUND);
/* fetch vertex coordinates */
float3 verts[3], next_verts[3];
float3 tri_vindex = float4_to_float3(kernel_tex_fetch(__tri_vindex, sd->prim));
motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step, verts);
motion_triangle_verts_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_verts);
/* interpolate between steps */
verts[0] = (1.0f - t)*verts[0] + t*next_verts[0];
verts[1] = (1.0f - t)*verts[1] + t*next_verts[1];
verts[2] = (1.0f - t)*verts[2] + t*next_verts[2];
/* compute refined position */
if(!subsurface)
sd->P = motion_triangle_refine(kg, sd, isect, ray, verts);
else
sd->P = motion_triangle_refine_subsurface(kg, sd, isect, ray, verts);
/* compute face normal */
float3 Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
sd->Ng = Ng;
sd->N = Ng;
/* compute derivatives of P w.r.t. uv */
#ifdef __DPDU__
sd->dPdu = (verts[0] - verts[2]);
sd->dPdv = (verts[1] - verts[2]);
#endif
/* compute smooth normal */
if(sd->shader & SHADER_SMOOTH_NORMAL) {
/* find attribute */
AttributeElement elem;
int offset = find_attribute_motion(kg, sd->object, ATTR_STD_MOTION_VERTEX_NORMAL, &elem);
kernel_assert(offset != ATTR_STD_NOT_FOUND);
/* fetch vertex coordinates */
float3 normals[3], next_normals[3];
motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step, normals);
motion_triangle_normals_for_step(kg, tri_vindex, offset, numverts, numsteps, step+1, next_normals);
/* interpolate between steps */
normals[0] = (1.0f - t)*normals[0] + t*next_normals[0];
normals[1] = (1.0f - t)*normals[1] + t*next_normals[1];
normals[2] = (1.0f - t)*normals[2] + t*next_normals[2];
/* interpolate between vertices */
float u = sd->u;
float v = sd->v;
float w = 1.0f - u - v;
sd->N = (u*normals[0] + v*normals[1] + w*normals[2]);
}
}
ccl_device_inline bool motion_triangle_intersect(KernelGlobals *kg, Intersection *isect,
float3 P, float3 idir, float time, uint visibility, int object, int triAddr)
{
/* primitive index for vertex location lookup */
int prim = kernel_tex_fetch(__prim_index, triAddr);
int fobject = (object == ~0)? kernel_tex_fetch(__prim_object, triAddr): object;
/* get vertex locations for intersection */
float3 verts[3];
motion_triangle_vertices(kg, fobject, prim, time, verts);
/* ray-triangle intersection, unoptimized */
float3 D = 1.0f/idir;
float t, u, v;
if(ray_triangle_intersect_uv(P, D, isect->t, verts[2], verts[0], verts[1], &u, &v, &t)) {
isect->prim = triAddr;
isect->object = object;
isect->type = PRIMITIVE_MOTION_TRIANGLE;
isect->u = u;
isect->v = v;
isect->t = t;
return true;
}
return false;
}
#ifdef __SUBSURFACE__
/* Special ray intersection routines for subsurface scattering. In that case we
* only want to intersect with primitives in the same object, and if case of
* multiple hits we pick a single random primitive as the intersection point. */
ccl_device_inline void motion_triangle_intersect_subsurface(KernelGlobals *kg, Intersection *isect_array,
float3 P, float3 idir, float time, int object, int triAddr, float tmax, uint *num_hits, uint *lcg_state, int max_hits)
{
/* primitive index for vertex location lookup */
int prim = kernel_tex_fetch(__prim_index, triAddr);
int fobject = (object == ~0)? kernel_tex_fetch(__prim_object, triAddr): object;
/* get vertex locations for intersection */
float3 verts[3];
motion_triangle_vertices(kg, fobject, prim, time, verts);
/* ray-triangle intersection, unoptimized */
float3 D = 1.0f/idir;
float t, u, v;
if(ray_triangle_intersect_uv(P, D, tmax, verts[2], verts[0], verts[1], &u, &v, &t)) {
(*num_hits)++;
int hit;
if(*num_hits <= max_hits) {
hit = *num_hits - 1;
}
else {
/* reservoir sampling: if we are at the maximum number of
* hits, randomly replace element or skip it */
hit = lcg_step_uint(lcg_state) % *num_hits;
if(hit >= max_hits)
return;
}
/* record intersection */
Intersection *isect = &isect_array[hit];
isect->prim = triAddr;
isect->object = object;
isect->type = PRIMITIVE_MOTION_TRIANGLE;
isect->u = u;
isect->v = v;
isect->t = t;
}
}
#endif
CCL_NAMESPACE_END

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@ -83,8 +83,8 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
}
else
#endif
{
/* fetch triangle data */
if(sd->type & PRIMITIVE_TRIANGLE) {
/* static triangle */
float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
sd->shader = __float_as_int(Ns.w);
@ -103,6 +103,10 @@ ccl_device void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
#endif
}
else {
/* motion triangle */
motion_triangle_shader_setup(kg, sd, isect, ray, false);
}
sd->I = -ray->D;
@ -160,7 +164,7 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
#endif
/* fetch triangle data */
{
if(sd->type == PRIMITIVE_TRIANGLE) {
float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
sd->shader = __float_as_int(Ns.w);
@ -178,6 +182,10 @@ ccl_device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderDat
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
#endif
}
else {
/* motion triangle */
motion_triangle_shader_setup(kg, sd, isect, ray, true);
}
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);

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@ -648,7 +648,11 @@ bool OSLRenderServices::get_object_standard_attribute(KernelGlobals *kg, ShaderD
) {
#endif
float3 P[3];
triangle_vertices(kg, sd->prim, P);
if(sd->type & PRIMITIVE_TRIANGLE)
triangle_vertices(kg, sd->prim, P);
else
motion_triangle_vertices(kg, sd->object, sd->prim, sd->time, P);
if(!(sd->flag & SD_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &P[0]);

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@ -55,7 +55,10 @@ ccl_device void svm_node_wireframe(KernelGlobals *kg, ShaderData *sd, float *sta
/* Triangles */
float np = 3;
triangle_vertices(kg, sd->prim, Co);
if(sd->type & PRIMITIVE_TRIANGLE)
triangle_vertices(kg, sd->prim, Co);
else
motion_triangle_vertices(kg, sd->object, sd->prim, sd->time, Co);
if(!(sd->flag & SD_TRANSFORM_APPLIED)) {
object_position_transform(kg, sd, &Co[0]);

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@ -159,6 +159,10 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
if(!(object->visibility & (PATH_RAY_DIFFUSE|PATH_RAY_GLOSSY|PATH_RAY_TRANSMIT)))
continue;
/* skip motion blurred deforming meshes, not supported yet */
if(mesh->has_motion_blur())
continue;
/* skip if we have no emission shaders */
foreach(uint sindex, mesh->used_shaders) {
Shader *shader = scene->shaders[sindex];
@ -201,6 +205,10 @@ void LightManager::device_update_distribution(Device *device, DeviceScene *dscen
continue;
}
/* skip motion blurred deforming meshes, not supported yet */
if(mesh->has_motion_blur())
continue;
/* skip if we have no emission shaders */
foreach(uint sindex, mesh->used_shaders) {
Shader *shader = scene->shaders[sindex];

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@ -81,6 +81,7 @@ Mesh::Mesh()
bounds = BoundBox::empty;
motion_steps = 3;
use_motion_blur = false;
bvh = NULL;
@ -187,9 +188,9 @@ void Mesh::compute_bounds()
for(size_t i = 0; i < curve_keys_size; i++)
bnds.grow(float4_to_float3(curve_keys[i]), curve_keys[i].w);
Attribute *attr = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (attr) {
if (use_motion_blur && attr) {
size_t steps_size = verts.size() * (motion_steps - 1);
float3 *vert_steps = attr->data_float3();
@ -216,7 +217,7 @@ void Mesh::compute_bounds()
for(size_t i = 0; i < curve_keys_size; i++)
bnds.grow_safe(float4_to_float3(curve_keys[i]), curve_keys[i].w);
if (attr) {
if (use_motion_blur && attr) {
size_t steps_size = verts.size() * (motion_steps - 1);
float3 *vert_steps = attr->data_float3();
@ -329,7 +330,7 @@ void Mesh::add_vertex_normals()
Attribute *attr_mP = attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
Attribute *attr_mN = attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
if(false && !attr_mN) {
if(has_motion_blur() && !attr_mN) {
/* create attribute */
attr_mN = attributes.add(ATTR_STD_MOTION_VERTEX_NORMAL);
@ -533,6 +534,11 @@ void Mesh::tag_update(Scene *scene, bool rebuild)
scene->object_manager->need_update = true;
}
bool Mesh::has_motion_blur() const
{
return (use_motion_blur && attributes.find(ATTR_STD_MOTION_VERTEX_POSITION));
}
/* Mesh Manager */
MeshManager::MeshManager()

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@ -90,6 +90,7 @@ public:
DisplacementMethod displacement_method;
uint motion_steps;
bool use_motion_blur;
/* Update Flags */
bool need_update;
@ -127,6 +128,8 @@ public:
bool need_attribute(Scene *scene, ustring name);
void tag_update(Scene *scene, bool rebuild);
bool has_motion_blur() const;
};
/* Mesh Manager */

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@ -89,17 +89,36 @@ void Object::apply_transform()
float3 c2 = transform_get_column(&tfm, 2);
float scalar = pow(fabsf(dot(cross(c0, c1), c2)), 1.0f/3.0f);
/* apply to mesh vertices */
for(size_t i = 0; i < mesh->verts.size(); i++)
mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
/* triangles */
if(mesh->verts.size()) {
/* store matrix to transform later. when accessing these as attributes we
* do not want the transform to be applied for consistency between static
* and dynamic BVH, so we do it on packing. */
mesh->transform_normal = transform_transpose(transform_inverse(tfm));
Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (attr) {
size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
float3 *vert_steps = attr->data_float3();
/* apply to mesh vertices */
for(size_t i = 0; i < mesh->verts.size(); i++)
mesh->verts[i] = transform_point(&tfm, mesh->verts[i]);
for (size_t i = 0; i < steps_size; i++)
vert_steps[i] = transform_point(&tfm, vert_steps[i]);
Attribute *attr = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_POSITION);
if (attr) {
size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
float3 *vert_steps = attr->data_float3();
for (size_t i = 0; i < steps_size; i++)
vert_steps[i] = transform_point(&tfm, vert_steps[i]);
}
Attribute *attr_N = mesh->attributes.find(ATTR_STD_MOTION_VERTEX_NORMAL);
if(attr_N) {
Transform ntfm = mesh->transform_normal;
size_t steps_size = mesh->verts.size() * (mesh->motion_steps - 1);
float3 *normal_steps = attr_N->data_float3();
for (size_t i = 0; i < steps_size; i++)
normal_steps[i] = normalize(transform_direction(&ntfm, normal_steps[i]));
}
}
/* apply to curve keys */
@ -121,11 +140,6 @@ void Object::apply_transform()
vert_steps[i] = transform_point(&tfm, vert_steps[i]);
}
/* store matrix to transform later. when accessing these as attributes we
* do not want the transform to be applied for consistency between static
* and dynamic BVH, so we do it on packing. */
mesh->transform_normal = transform_transpose(transform_inverse(tfm));
/* we keep normals pointing in same direction on negative scale, notify
* mesh about this in it (re)calculates normals */
if(transform_negative_scale(tfm))

View File

@ -1360,6 +1360,50 @@ ccl_device bool ray_triangle_intersect(
return true;
}
ccl_device bool ray_triangle_intersect_uv(
float3 ray_P, float3 ray_D, float ray_t,
float3 v0, float3 v1, float3 v2,
float *isect_u, float *isect_v, float *isect_t)
{
/* Calculate intersection */
float3 e1 = v1 - v0;
float3 e2 = v2 - v0;
float3 s1 = cross(ray_D, e2);
const float divisor = dot(s1, e1);
if(divisor == 0.0f)
return false;
const float invdivisor = 1.0f/divisor;
/* compute first barycentric coordinate */
const float3 d = ray_P - v0;
const float u = dot(d, s1)*invdivisor;
if(u < 0.0f)
return false;
/* Compute second barycentric coordinate */
const float3 s2 = cross(d, e1);
const float v = dot(ray_D, s2)*invdivisor;
if(v < 0.0f)
return false;
const float b0 = 1.0f - u - v;
if(b0 < 0.0f)
return false;
/* compute t to intersection point */
const float t = dot(e2, s2)*invdivisor;
if(t < 0.0f || t > ray_t)
return false;
*isect_u = u;
*isect_v = v;
*isect_t = t;
return true;
}
ccl_device bool ray_quad_intersect(
float3 ray_P, float3 ray_D, float ray_t,
float3 quad_P, float3 quad_u, float3 quad_v,