[Bf-blender-cvs] [26cdc64a7f] master: Cycles: Split motion triangle file once again, avoids annoying forward declarations

Sergey Sharybin noreply at git.blender.org
Fri Jan 20 14:35:45 CET 2017


Commit: 26cdc64a7fb03b2a732947ea71a3575e6087b0b4
Author: Sergey Sharybin
Date:   Tue Jan 17 10:58:04 2017 +0100
Branches: master
https://developer.blender.org/rB26cdc64a7fb03b2a732947ea71a3575e6087b0b4

Cycles: Split motion triangle file once again, avoids annoying forward declarations

===================================================================

M	intern/cycles/kernel/CMakeLists.txt
M	intern/cycles/kernel/geom/geom.h
M	intern/cycles/kernel/geom/geom_motion_triangle.h
A	intern/cycles/kernel/geom/geom_motion_triangle_shader.h

===================================================================

diff --git a/intern/cycles/kernel/CMakeLists.txt b/intern/cycles/kernel/CMakeLists.txt
index e06534d0a9..29e0f44841 100644
--- a/intern/cycles/kernel/CMakeLists.txt
+++ b/intern/cycles/kernel/CMakeLists.txt
@@ -165,6 +165,7 @@ set(SRC_GEOM_HEADERS
 	geom/geom_motion_curve.h
 	geom/geom_motion_triangle.h
 	geom/geom_motion_triangle_intersect.h
+	geom/geom_motion_triangle_shader.h
 	geom/geom_object.h
 	geom/geom_patch.h
 	geom/geom_primitive.h
diff --git a/intern/cycles/kernel/geom/geom.h b/intern/cycles/kernel/geom/geom.h
index 68eaa467a9..6838e26c24 100644
--- a/intern/cycles/kernel/geom/geom.h
+++ b/intern/cycles/kernel/geom/geom.h
@@ -24,6 +24,7 @@
 #include "geom_triangle_intersect.h"
 #include "geom_motion_triangle.h"
 #include "geom_motion_triangle_intersect.h"
+#include "geom_motion_triangle_shader.h"
 #include "geom_motion_curve.h"
 #include "geom_curve.h"
 #include "geom_volume.h"
diff --git a/intern/cycles/kernel/geom/geom_motion_triangle.h b/intern/cycles/kernel/geom/geom_motion_triangle.h
index fe0cd0c258..4e84aa9777 100644
--- a/intern/cycles/kernel/geom/geom_motion_triangle.h
+++ b/intern/cycles/kernel/geom/geom_motion_triangle.h
@@ -27,26 +27,6 @@
 
 CCL_NAMESPACE_BEGIN
 
-/* TODO(sergey): Find a proper place for that. */
-ccl_device_inline float3 motion_triangle_refine(KernelGlobals *kg,
-                                                ShaderData *sd,
-                                                const Intersection *isect,
-                                                const Ray *ray,
-                                                float3 verts[3]);
-
-#ifdef __SUBSURFACE__
-#  if defined(__KERNEL_CUDA__) && (defined(i386) || defined(_M_IX86))
-ccl_device_noinline
-#  else
-ccl_device_inline
-#  endif
-float3 motion_triangle_refine_subsurface(KernelGlobals *kg,
-                                         ShaderData *sd,
-                                         const Intersection *isect,
-                                         const Ray *ray,
-                                         float3 verts[3]);
-#endif  /* __SUBSURFACE__ */
-
 /* Time interpolation of vertex positions and normals */
 
 ccl_device_inline int find_attribute_motion(KernelGlobals *kg, int object, uint id, AttributeElement *elem)
@@ -137,92 +117,4 @@ ccl_device_inline void motion_triangle_vertices(KernelGlobals *kg, int object, i
 	verts[2] = (1.0f - t)*verts[2] + t*next_verts[2];
 }
 
-/* Setup of motion triangle specific parts of ShaderData, moved into this one
- * function to more easily share computation of interpolated positions and
- * normals */
-
-/* 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 */
-	ccl_fetch(sd, shader) = kernel_tex_fetch(__tri_shader, ccl_fetch(sd, prim));
-
-	/* get motion info */
-	int numsteps, numverts;
-	object_motion_info(kg, ccl_fetch(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)(ccl_fetch(sd, time)*maxstep), maxstep-1);
-	float t = ccl_fetch(sd, time)*maxstep - step;
-
-	/* find attribute */
-	AttributeElement elem;
-	int offset = find_attribute_motion(kg, ccl_fetch(sd, object), ATTR_STD_MOTION_VERTEX_POSITION, &elem);
-	kernel_assert(offset != ATTR_STD_NOT_FOUND);
-
-	/* fetch vertex coordinates */
-	float3 verts[3], next_verts[3];
-	uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, ccl_fetch(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 */
-#ifdef __SUBSURFACE__
-	if(!subsurface)
-#endif
-		ccl_fetch(sd, P) = motion_triangle_refine(kg, sd, isect, ray, verts);
-#ifdef __SUBSURFACE__
-	else
-		ccl_fetch(sd, P) = motion_triangle_refine_subsurface(kg, sd, isect, ray, verts);
-#endif
-
-	/* compute face normal */
-	float3 Ng;
-	if(ccl_fetch(sd, flag) & SD_NEGATIVE_SCALE_APPLIED)
-		Ng = normalize(cross(verts[2] - verts[0], verts[1] - verts[0]));
-	else
-		Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
-
-	ccl_fetch(sd, Ng) = Ng;
-	ccl_fetch(sd, N) = Ng;
-
-	/* compute derivatives of P w.r.t. uv */
-#ifdef __DPDU__
-	ccl_fetch(sd, dPdu) = (verts[0] - verts[2]);
-	ccl_fetch(sd, dPdv) = (verts[1] - verts[2]);
-#endif
-
-	/* compute smooth normal */
-	if(ccl_fetch(sd, shader) & SHADER_SMOOTH_NORMAL) {
-		/* find attribute */
-		AttributeElement elem;
-		int offset = find_attribute_motion(kg, ccl_fetch(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 = ccl_fetch(sd, u);
-		float v = ccl_fetch(sd, v);
-		float w = 1.0f - u - v;
-		ccl_fetch(sd, N) = (u*normals[0] + v*normals[1] + w*normals[2]);
-	}
-}
-
 CCL_NAMESPACE_END
-
diff --git a/intern/cycles/kernel/geom/geom_motion_triangle_shader.h b/intern/cycles/kernel/geom/geom_motion_triangle_shader.h
new file mode 100644
index 0000000000..c5dbc6a2f5
--- /dev/null
+++ b/intern/cycles/kernel/geom/geom_motion_triangle_shader.h
@@ -0,0 +1,123 @@
+/*
+ * Copyright 2011-2016 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.
+ */
+
+/* Motion Triangle Primitive
+ *
+ * These are stored as regular triangles, plus extra positions and normals at
+ * times other than the frame center. Computing the triangle vertex positions
+ * or normals at a given ray time is a matter of interpolation of the two steps
+ * between which the ray time lies.
+ *
+ * The extra positions and normals are stored as ATTR_STD_MOTION_VERTEX_POSITION
+ * and ATTR_STD_MOTION_VERTEX_NORMAL mesh attributes.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Setup of motion triangle specific parts of ShaderData, moved into this one
+ * function to more easily share computation of interpolated positions and
+ * normals */
+
+/* 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. */
+	ccl_fetch(sd, shader) = kernel_tex_fetch(__tri_shader, ccl_fetch(sd, prim));
+	/* Get motion info. */
+	/* TODO(sergey): This logic is really similar to motion_triangle_vertices(),
+	 * can we de-duplicate something here?
+	 */
+	int numsteps, numverts;
+	object_motion_info(kg, ccl_fetch(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)(ccl_fetch(sd, time)*maxstep), maxstep-1);
+	float t = ccl_fetch(sd, time)*maxstep - step;
+	/* Find attribute. */
+	AttributeElement elem;
+	int offset = find_attribute_motion(kg, ccl_fetch(sd, object),
+	                                   ATTR_STD_MOTION_VERTEX_POSITION,
+	                                   &elem);
+	kernel_assert(offset != ATTR_STD_NOT_FOUND);
+	/* Fetch vertex coordinates. */
+	float3 verts[3], next_verts[3];
+	uint4 tri_vindex = kernel_tex_fetch(__tri_vindex, ccl_fetch(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. */
+#ifdef __SUBSURFACE__
+	if(subsurface) {
+		ccl_fetch(sd, P) = motion_triangle_refine_subsurface(kg,
+		                                                     sd,
+		                                                     isect,
+		                                                     ray,
+		                                                     verts);
+	}
+	else
+#endif  /*  __SUBSURFACE__*/
+	{
+		ccl_fetch(sd, P) = motion_triangle_refine(kg, sd, isect, ray, verts);
+	}
+	/* Compute face normal. */
+	float3 Ng;
+	if(ccl_fetch(sd, flag) & SD_NEGATIVE_SCALE_APPLIED) {
+		Ng = normalize(cross(verts[2] - verts[0], verts[1] - verts[0]));
+	}
+	else {
+		Ng = normalize(cross(verts[1] - verts[0], verts[2] - verts[0]));
+	}
+	ccl_fetch(sd, Ng) = Ng;
+	ccl_fetch(sd, N) = Ng;
+	/* Compute derivatives of P w.r.t. uv. */
+#ifdef __DPDU__
+	ccl_fetch(sd, dPdu) = (verts[0] - verts[2]);
+	ccl_fetch(sd, dPdv) = (verts[1] - verts[2]);
+#endif
+	/* Compute smooth normal. */
+	if(ccl_fetch(sd, shader) & SHADER_SMOOTH_NORMAL) {
+		/* Find attribute. */
+		AttributeElement elem;
+		int offset = find_attribute_motion(kg,
+		                                   ccl_fetch(sd, object),
+		 

@@ Diff output truncated at 10240 characters. @@




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