Blender V4.3
kernel/geom/object.h
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1/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
2 *
3 * SPDX-License-Identifier: Apache-2.0 */
4
5/* Object Primitive
6 *
7 * All mesh and curve primitives are part of an object. The same mesh and curves
8 * may be instanced multiple times by different objects.
9 *
10 * If the mesh is not instanced multiple times, the object will not be explicitly
11 * stored as a primitive in the BVH, rather the bare triangles are curved are
12 * directly primitives in the BVH with world space locations applied, and the object
13 * ID is looked up afterwards. */
14
15#pragma once
16
18
19/* Object attributes, for now a fixed size and contents */
20
25
27
28/* Object to world space transformation */
29
31 int object,
32 enum ObjectTransform type)
33{
34 if (type == OBJECT_INVERSE_TRANSFORM) {
35 return kernel_data_fetch(objects, object).itfm;
36 }
37 else {
38 return kernel_data_fetch(objects, object).tfm;
39 }
40}
41
42/* Lamp to world space transformation */
43
45{
46 if (inverse) {
47 return kernel_data_fetch(lights, lamp).itfm;
48 }
49 else {
50 return kernel_data_fetch(lights, lamp).tfm;
51 }
52}
53
54/* Object to world space transformation for motion vectors */
55
57 int object,
58 enum ObjectVectorTransform type)
59{
60 int offset = object * OBJECT_MOTION_PASS_SIZE + (int)type;
61 return kernel_data_fetch(object_motion_pass, offset);
62}
63
64/* Motion blurred object transformations */
65
66#ifdef __OBJECT_MOTION__
67ccl_device_inline Transform object_fetch_transform_motion(KernelGlobals kg, int object, float time)
68{
69 const uint motion_offset = kernel_data_fetch(objects, object).motion_offset;
70 ccl_global const DecomposedTransform *motion = &kernel_data_fetch(object_motion, motion_offset);
71 const uint num_steps = kernel_data_fetch(objects, object).numsteps * 2 + 1;
72
73 Transform tfm;
74 transform_motion_array_interpolate(&tfm, motion, num_steps, time);
75
76 return tfm;
77}
78#endif /* __OBJECT_MOTION__ */
79
81 int object,
82 float time,
84{
85#ifdef __OBJECT_MOTION__
86 int object_flag = kernel_data_fetch(object_flag, object);
87 if (object_flag & SD_OBJECT_MOTION) {
88 /* if we do motion blur */
89 Transform tfm = object_fetch_transform_motion(kg, object, time);
90
91 if (itfm)
92 *itfm = transform_inverse(tfm);
93
94 return tfm;
95 }
96 else
97#endif /* __OBJECT_MOTION__ */
98 {
100 if (itfm)
102
103 return tfm;
104 }
105}
106
107/* Get transform matrix for shading point. */
108
110 ccl_private const ShaderData *sd)
111{
112#ifdef __OBJECT_MOTION__
113 return (sd->object_flag & SD_OBJECT_MOTION) ?
114 sd->ob_tfm_motion :
116#else
117 return object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
118#endif
119}
120
122 ccl_private const ShaderData *sd)
123{
124#ifdef __OBJECT_MOTION__
125 return (sd->object_flag & SD_OBJECT_MOTION) ?
126 sd->ob_itfm_motion :
128#else
129 return object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
130#endif
131}
132/* Transform position from object to world space */
133
135 ccl_private const ShaderData *sd,
137{
138#ifdef __OBJECT_MOTION__
139 if (sd->object_flag & SD_OBJECT_MOTION) {
140 *P = transform_point_auto(&sd->ob_tfm_motion, *P);
141 return;
142 }
143#endif
144
146 *P = transform_point(&tfm, *P);
147}
148
149/* Transform position from world to object space */
150
152 ccl_private const ShaderData *sd,
154{
155#ifdef __OBJECT_MOTION__
156 if (sd->object_flag & SD_OBJECT_MOTION) {
157 *P = transform_point_auto(&sd->ob_itfm_motion, *P);
158 return;
159 }
160#endif
161
163 *P = transform_point(&tfm, *P);
164}
165
166/* Transform normal from world to object space */
167
169 ccl_private const ShaderData *sd,
171{
172#ifdef __OBJECT_MOTION__
173 if (sd->object_flag & SD_OBJECT_MOTION) {
174 if ((sd->object != OBJECT_NONE) || (sd->type == PRIMITIVE_LAMP)) {
175 *N = safe_normalize(transform_direction_transposed_auto(&sd->ob_tfm_motion, *N));
176 }
177 return;
178 }
179#endif
180
181 if (sd->object != OBJECT_NONE) {
184 }
185 else if (sd->type == PRIMITIVE_LAMP) {
186 Transform tfm = lamp_fetch_transform(kg, sd->lamp, false);
188 }
189}
190
191/* Transform normal from object to world space */
192
194 ccl_private const ShaderData *sd,
196{
197#ifdef __OBJECT_MOTION__
198 if (sd->object_flag & SD_OBJECT_MOTION) {
199 *N = normalize(transform_direction_transposed_auto(&sd->ob_itfm_motion, *N));
200 return;
201 }
202#endif
203
204 if (sd->object != OBJECT_NONE) {
207 }
208 else if (sd->type == PRIMITIVE_LAMP) {
209 Transform tfm = lamp_fetch_transform(kg, sd->lamp, true);
211 }
212}
213
215{
216 return ((object_flag & SD_OBJECT_NEGATIVE_SCALE) && (object_flag & SD_OBJECT_TRANSFORM_APPLIED));
217}
218
219/* Transform direction vector from object to world space */
220
222 ccl_private const ShaderData *sd,
224{
225#ifdef __OBJECT_MOTION__
226 if (sd->object_flag & SD_OBJECT_MOTION) {
227 *D = transform_direction_auto(&sd->ob_tfm_motion, *D);
228 return;
229 }
230#endif
231
233 *D = transform_direction(&tfm, *D);
234}
235
236/* Transform direction vector from world to object space */
237
239 ccl_private const ShaderData *sd,
241{
242#ifdef __OBJECT_MOTION__
243 if (sd->object_flag & SD_OBJECT_MOTION) {
244 *D = transform_direction_auto(&sd->ob_itfm_motion, *D);
245 return;
246 }
247#endif
248
249 const Transform tfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
250 *D = transform_direction(&tfm, *D);
251}
252
253/* Object center position */
254
256{
257 if (sd->object == OBJECT_NONE)
258 return make_float3(0.0f, 0.0f, 0.0f);
259
260#ifdef __OBJECT_MOTION__
261 if (sd->object_flag & SD_OBJECT_MOTION) {
262 return make_float3(sd->ob_tfm_motion.x.w, sd->ob_tfm_motion.y.w, sd->ob_tfm_motion.z.w);
263 }
264#endif
265
267 return make_float3(tfm.x.w, tfm.y.w, tfm.z.w);
268}
269
270/* Color of the object */
271
273{
274 if (object == OBJECT_NONE)
275 return make_float3(0.0f, 0.0f, 0.0f);
276
277 ccl_global const KernelObject *kobject = &kernel_data_fetch(objects, object);
278 return make_float3(kobject->color[0], kobject->color[1], kobject->color[2]);
279}
280
281/* Alpha of the object */
282
284{
285 if (object == OBJECT_NONE)
286 return 0.0f;
287
288 return kernel_data_fetch(objects, object).alpha;
289}
290
291/* Pass ID number of object */
292
294{
295 if (object == OBJECT_NONE)
296 return 0.0f;
297
298 return kernel_data_fetch(objects, object).pass_id;
299}
300
301/* Light-group of lamp. */
302
304{
305 if (lamp == LAMP_NONE)
306 return LIGHTGROUP_NONE;
307
308 return kernel_data_fetch(lights, lamp).lightgroup;
309}
310
311/* Light-group of object. */
312
314{
315 if (object == OBJECT_NONE)
316 return LIGHTGROUP_NONE;
317
318 return kernel_data_fetch(objects, object).lightgroup;
319}
320
321/* Per lamp random number for shader variation */
322
324{
325 if (lamp == LAMP_NONE)
326 return 0.0f;
327
328 return kernel_data_fetch(lights, lamp).random;
329}
330
331/* Per object random number for shader variation */
332
334{
335 if (object == OBJECT_NONE)
336 return 0.0f;
337
338 return kernel_data_fetch(objects, object).random_number;
339}
340
341/* Particle ID from which this object was generated */
342
344{
345 if (object == OBJECT_NONE)
346 return 0;
347
348 return kernel_data_fetch(objects, object).particle_index;
349}
350
351/* Generated texture coordinate on surface from where object was instanced */
352
354{
355 if (object == OBJECT_NONE)
356 return make_float3(0.0f, 0.0f, 0.0f);
357
358 ccl_global const KernelObject *kobject = &kernel_data_fetch(objects, object);
359 return make_float3(
360 kobject->dupli_generated[0], kobject->dupli_generated[1], kobject->dupli_generated[2]);
361}
362
363/* UV texture coordinate on surface from where object was instanced */
364
366{
367 if (object == OBJECT_NONE)
368 return make_float3(0.0f, 0.0f, 0.0f);
369
370 ccl_global const KernelObject *kobject = &kernel_data_fetch(objects, object);
371 return make_float3(kobject->dupli_uv[0], kobject->dupli_uv[1], 0.0f);
372}
373
374/* Offset to an objects patch map */
375
377{
378 if (object == OBJECT_NONE)
379 return 0;
380
381 return kernel_data_fetch(objects, object).patch_map_offset;
382}
383
384/* Volume step size */
385
387{
388 if (object == OBJECT_NONE) {
389 return 1.0f;
390 }
391
392 return kernel_data_fetch(objects, object).volume_density;
393}
394
396{
397 if (object == OBJECT_NONE) {
398 return kernel_data.background.volume_step_size;
399 }
400
401 return kernel_data_fetch(object_volume_step, object);
402}
403
404/* Pass ID for shader */
405
407{
408 return kernel_data_fetch(shaders, (sd->shader & SHADER_MASK)).pass_id;
409}
410
411/* Cryptomatte ID */
412
414{
415 if (object == OBJECT_NONE)
416 return 0.0f;
417
418 return kernel_data_fetch(objects, object).cryptomatte_object;
419}
420
422{
423 if (object == OBJECT_NONE)
424 return 0;
425
426 return kernel_data_fetch(objects, object).cryptomatte_asset;
427}
428
429/* Particle data from which object was instanced */
430
432{
433 return kernel_data_fetch(particles, particle).index;
434}
435
436ccl_device float particle_age(KernelGlobals kg, int particle)
437{
438 return kernel_data_fetch(particles, particle).age;
439}
440
442{
443 return kernel_data_fetch(particles, particle).lifetime;
444}
445
447{
448 return kernel_data_fetch(particles, particle).size;
449}
450
452{
453 return kernel_data_fetch(particles, particle).rotation;
454}
455
457{
458 return float4_to_float3(kernel_data_fetch(particles, particle).location);
459}
460
462{
463 return float4_to_float3(kernel_data_fetch(particles, particle).velocity);
464}
465
467{
468 return float4_to_float3(kernel_data_fetch(particles, particle).angular_velocity);
469}
470
471/* Object intersection in BVH */
472
474{
475 const float ooeps = 8.271806E-25f;
476 return make_float3((fabsf(dir.x) > ooeps) ? dir.x : copysignf(ooeps, dir.x),
477 (fabsf(dir.y) > ooeps) ? dir.y : copysignf(ooeps, dir.y),
478 (fabsf(dir.z) > ooeps) ? dir.z : copysignf(ooeps, dir.z));
479}
480
485
486/* Transform ray into object space to enter static object in BVH */
487
489 int object,
490 ccl_private const Ray *ray,
492 ccl_private float3 *dir,
493 ccl_private float3 *idir)
494{
496
497 *P = transform_point(&tfm, ray->P);
498
499 *dir = bvh_clamp_direction(transform_direction(&tfm, ray->D));
500 *idir = bvh_inverse_direction(*dir);
501}
502
503#ifdef __OBJECT_MOTION__
504/* Transform ray into object space to enter motion blurred object in BVH */
505
506ccl_device_inline void bvh_instance_motion_push(KernelGlobals kg,
507 int object,
508 ccl_private const Ray *ray,
510 ccl_private float3 *dir,
511 ccl_private float3 *idir)
512{
513 Transform tfm;
514 object_fetch_transform_motion_test(kg, object, ray->time, &tfm);
515
516 *P = transform_point(&tfm, ray->P);
517
518 *dir = bvh_clamp_direction(transform_direction(&tfm, ray->D));
519 *idir = bvh_inverse_direction(*dir);
520}
521
522#endif
523
524/* Transform ray to exit static object in BVH. */
525
528 ccl_private float3 *dir,
529 ccl_private float3 *idir)
530{
531 *P = ray->P;
532 *dir = bvh_clamp_direction(ray->D);
533 *idir = bvh_inverse_direction(*dir);
534}
535
536/* TODO: This can be removed when we know if no devices will require explicit
537 * address space qualifiers for this case. */
538
539#define object_position_transform_auto object_position_transform
540#define object_dir_transform_auto object_dir_transform
541#define object_normal_transform_auto object_normal_transform
542
unsigned int uint
btMatrix3x3 inverse() const
Return the inverse of the matrix.
SIMD_FORCE_INLINE btVector3 & normalize()
Normalize this vector x^2 + y^2 + z^2 = 1.
Definition btVector3.h:303
#define kernel_data
const KernelGlobalsCPU *ccl_restrict KernelGlobals
#define kernel_data_fetch(name, index)
#define ccl_device
#define ccl_private
#define ccl_device_inline
#define ccl_global
#define CCL_NAMESPACE_END
ccl_device_forceinline float3 make_float3(const float x, const float y, const float z)
#define copysignf(x, y)
#define fabsf(x)
draw_view push_constant(Type::INT, "radiance_src") .push_constant(Type capture_info_buf storage_buf(1, Qualifier::READ, "ObjectBounds", "bounds_buf[]") .push_constant(Type draw_view int
ccl_device_inline void bvh_instance_push(KernelGlobals kg, int object, ccl_private const Ray *ray, ccl_private float3 *P, ccl_private float3 *dir, ccl_private float3 *idir)
ccl_device_inline float3 bvh_clamp_direction(float3 dir)
ccl_device_inline float object_pass_id(KernelGlobals kg, int object)
ccl_device_inline void bvh_instance_pop(ccl_private const Ray *ray, ccl_private float3 *P, ccl_private float3 *dir, ccl_private float3 *idir)
ccl_device_inline float object_alpha(KernelGlobals kg, int object)
ObjectTransform
@ OBJECT_INVERSE_TRANSFORM
@ OBJECT_TRANSFORM
ccl_device float particle_age(KernelGlobals kg, int particle)
ccl_device float4 particle_rotation(KernelGlobals kg, int particle)
ccl_device_inline uint particle_index(KernelGlobals kg, int particle)
ccl_device_inline float3 object_location(KernelGlobals kg, ccl_private const ShaderData *sd)
ccl_device_inline float object_volume_density(KernelGlobals kg, int object)
ccl_device_inline float3 bvh_inverse_direction(float3 dir)
ccl_device_inline float object_random_number(KernelGlobals kg, int object)
ccl_device float particle_lifetime(KernelGlobals kg, int particle)
ccl_device_inline bool object_negative_scale_applied(const int object_flag)
ccl_device_inline void object_position_transform(KernelGlobals kg, ccl_private const ShaderData *sd, ccl_private float3 *P)
ccl_device float3 particle_angular_velocity(KernelGlobals kg, int particle)
ccl_device_inline int object_particle_id(KernelGlobals kg, int object)
ccl_device_inline float3 object_color(KernelGlobals kg, int object)
ccl_device_inline float object_cryptomatte_asset_id(KernelGlobals kg, int object)
ccl_device_inline void object_inverse_dir_transform(KernelGlobals kg, ccl_private const ShaderData *sd, ccl_private float3 *D)
ccl_device_inline Transform object_fetch_motion_pass_transform(KernelGlobals kg, int object, enum ObjectVectorTransform type)
ccl_device_inline Transform object_get_transform(KernelGlobals kg, ccl_private const ShaderData *sd)
ccl_device_inline float lamp_random_number(KernelGlobals kg, int lamp)
ccl_device_inline uint object_patch_map_offset(KernelGlobals kg, int object)
ccl_device_inline void object_inverse_position_transform(KernelGlobals kg, ccl_private const ShaderData *sd, ccl_private float3 *P)
ccl_device int shader_pass_id(KernelGlobals kg, ccl_private const ShaderData *sd)
ccl_device_inline Transform object_fetch_transform(KernelGlobals kg, int object, enum ObjectTransform type)
ccl_device_inline int lamp_lightgroup(KernelGlobals kg, int lamp)
ccl_device float3 particle_velocity(KernelGlobals kg, int particle)
ccl_device_inline float object_cryptomatte_id(KernelGlobals kg, int object)
ccl_device float3 particle_location(KernelGlobals kg, int particle)
ccl_device_inline void object_dir_transform(KernelGlobals kg, ccl_private const ShaderData *sd, ccl_private float3 *D)
ccl_device float particle_size(KernelGlobals kg, int particle)
ccl_device_inline Transform lamp_fetch_transform(KernelGlobals kg, int lamp, bool inverse)
ccl_device_inline float object_volume_step_size(KernelGlobals kg, int object)
ccl_device_inline float3 object_dupli_generated(KernelGlobals kg, int object)
ccl_device_inline void object_inverse_normal_transform(KernelGlobals kg, ccl_private const ShaderData *sd, ccl_private float3 *N)
ccl_device_inline float3 object_dupli_uv(KernelGlobals kg, int object)
ccl_device_inline int object_lightgroup(KernelGlobals kg, int object)
ObjectVectorTransform
@ OBJECT_PASS_MOTION_PRE
@ OBJECT_PASS_MOTION_POST
ccl_device_inline void object_normal_transform(KernelGlobals kg, ccl_private const ShaderData *sd, ccl_private float3 *N)
ccl_device_inline Transform object_get_inverse_transform(KernelGlobals kg, ccl_private const ShaderData *sd)
ccl_device_inline Transform object_fetch_transform_motion_test(KernelGlobals kg, int object, float time, ccl_private Transform *itfm)
@ PRIMITIVE_LAMP
#define OBJECT_NONE
#define OBJECT_MOTION_PASS_SIZE
ShaderData
@ SHADER_MASK
@ SD_OBJECT_MOTION
@ SD_OBJECT_NEGATIVE_SCALE
@ SD_OBJECT_TRANSFORM_APPLIED
#define LIGHTGROUP_NONE
#define LAMP_NONE
ccl_device_inline float2 safe_normalize(const float2 a)
ccl_device_inline float3 rcp(const float3 a)
#define N
float4 y
Definition transform.h:24
float4 x
Definition transform.h:24
float4 z
Definition transform.h:24
float z
Definition sky_float3.h:27
float y
Definition sky_float3.h:27
float x
Definition sky_float3.h:27
ccl_device void transform_motion_array_interpolate(ccl_private Transform *tfm, ccl_global const DecomposedTransform *motion, uint numsteps, float time)
Definition transform.h:482
#define transform_direction_transposed_auto
Definition transform.h:537
#define transform_point_auto
Definition transform.h:535
#define transform_direction_auto
Definition transform.h:536
ccl_device_inline Transform transform_inverse(const Transform tfm)
Definition transform.h:423
ccl_device_inline float3 transform_direction(ccl_private const Transform *t, const float3 a)
Definition transform.h:94
ccl_device_inline float3 transform_direction_transposed(ccl_private const Transform *t, const float3 a)
Definition transform.h:123
CCL_NAMESPACE_END CCL_NAMESPACE_BEGIN ccl_device_inline float3 transform_point(ccl_private const Transform *t, const float3 a)
Definition transform.h:63
ccl_device_inline float3 float4_to_float3(const float4 a)
Definition util/math.h:535