19 #ifdef __SHADER_RAYTRACE__
34 if (radius <= 0.0f || num_samples < 1 || sd->
object ==
OBJECT_NONE) {
44 if (
state->min_ray_pdf < 8.0f) {
61 float3 disk_N, disk_T, disk_B;
62 float pick_pdf_N, pick_pdf_T, pick_pdf_B;
75 else if (axisu < 0.75f) {
82 disk_u = (disk_u - 0.5f) * 4.0f;
91 disk_u = (disk_u - 0.75f) * 4.0f;
96 float disk_r = disk_v;
102 float3 disk_P = (disk_r *
cosf(phi)) * disk_T + (disk_r *
sinf(phi)) * disk_B;
106 ray->
P = sd->P + disk_N * disk_height + disk_P;
108 ray->
t = 2.0f * disk_height;
111 ray->
time = sd->time;
115 scene_intersect_local(
kg, ray, &isect, sd->object, &lcg_state,
LOCAL_MAX_HITS);
119 for (
int hit = 0; hit < num_eval_hits; hit++) {
125 # ifdef __OBJECT_MOTION__
130 hit_P = motion_triangle_refine_local(
kg, sd, &isect.
hits[hit], ray,
verts);
150 float u = isect.
hits[hit].
u;
151 float v = isect.
hits[hit].
v;
156 # ifdef __OBJECT_MOTION__
170 float pdf_N = pick_pdf_N *
fabsf(
dot(disk_N, hit_Ng));
171 float pdf_T = pick_pdf_T *
fabsf(
dot(disk_T, hit_Ng));
172 float pdf_B = pick_pdf_B *
fabsf(
dot(disk_B, hit_Ng));
177 float w = pdf_N / (
sqr(pdf_N) +
sqr(pdf_T) +
sqr(pdf_B));
183 float r =
len(hit_P - sd->P);
204 uint num_samples, radius_offset, normal_offset, out_offset;
208 float3 bevel_N = svm_bevel(
kg, sd,
state, radius, num_samples);
213 bevel_N =
normalize(ref_N + (bevel_N - sd->N));
typedef float(TangentPoint)[2]
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint GLsizei GLsizei GLenum type _GL_VOID_RET _GL_VOID GLsizei GLenum GLenum const void *pixels _GL_VOID_RET _GL_VOID const void *pointer _GL_VOID_RET _GL_VOID GLdouble v _GL_VOID_RET _GL_VOID GLfloat v _GL_VOID_RET _GL_VOID GLint GLint i2 _GL_VOID_RET _GL_VOID GLint j _GL_VOID_RET _GL_VOID GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble GLdouble GLdouble zFar _GL_VOID_RET _GL_UINT GLdouble *equation _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLenum GLfloat *v _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLfloat *values _GL_VOID_RET _GL_VOID GLushort *values _GL_VOID_RET _GL_VOID GLenum GLfloat *params _GL_VOID_RET _GL_VOID GLenum GLdouble *params _GL_VOID_RET _GL_VOID GLenum GLint *params _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_BOOL GLfloat param _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLushort pattern _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLint GLdouble GLdouble GLint GLint const GLdouble *points _GL_VOID_RET _GL_VOID GLdouble GLdouble u2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLint GLdouble GLdouble v2 _GL_VOID_RET _GL_VOID GLenum GLfloat param _GL_VOID_RET _GL_VOID GLenum GLint param _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLdouble GLdouble nz _GL_VOID_RET _GL_VOID GLfloat GLfloat nz _GL_VOID_RET _GL_VOID GLint GLint nz _GL_VOID_RET _GL_VOID GLshort GLshort nz _GL_VOID_RET _GL_VOID GLsizei const void *pointer _GL_VOID_RET _GL_VOID GLsizei const GLfloat *values _GL_VOID_RET _GL_VOID GLsizei const GLushort *values _GL_VOID_RET _GL_VOID GLint param _GL_VOID_RET _GL_VOID const GLuint const GLclampf *priorities _GL_VOID_RET _GL_VOID GLdouble y _GL_VOID_RET _GL_VOID GLfloat y _GL_VOID_RET _GL_VOID GLint y _GL_VOID_RET _GL_VOID GLshort y _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLfloat GLfloat z _GL_VOID_RET _GL_VOID GLint GLint z _GL_VOID_RET _GL_VOID GLshort GLshort z _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble w _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat w _GL_VOID_RET _GL_VOID GLint GLint GLint w _GL_VOID_RET _GL_VOID GLshort GLshort GLshort w _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble y2 _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat y2 _GL_VOID_RET _GL_VOID GLint GLint GLint y2 _GL_VOID_RET _GL_VOID GLshort GLshort GLshort y2 _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLdouble GLdouble z _GL_VOID_RET _GL_VOID GLuint *buffer _GL_VOID_RET _GL_VOID GLdouble t _GL_VOID_RET _GL_VOID GLfloat t _GL_VOID_RET _GL_VOID GLint t _GL_VOID_RET _GL_VOID GLshort t _GL_VOID_RET _GL_VOID GLdouble GLdouble r _GL_VOID_RET _GL_VOID GLfloat GLfloat r _GL_VOID_RET _GL_VOID GLint GLint r _GL_VOID_RET _GL_VOID GLshort GLshort r _GL_VOID_RET _GL_VOID GLdouble GLdouble r
ATTR_WARN_UNUSED_RESULT const BMVert * v
ccl_device float bssrdf_cubic_pdf(const float radius, const float sharpness, float r)
ccl_device void bssrdf_cubic_sample(const float radius, const float sharpness, float xi, float *r, float *h)
SIMD_FORCE_INLINE const btScalar & w() const
Return the w value.
ccl_device_inline void motion_triangle_vertices(KernelGlobals *kg, int object, int prim, float time, float3 verts[3])
ccl_device_inline float3 motion_triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int object, int prim, float u, float v, float time)
ccl_device_inline void object_normal_transform(KernelGlobals *kg, const ShaderData *sd, float3 *N)
ccl_device_inline float3 triangle_smooth_normal(KernelGlobals *kg, float3 Ng, int prim, float u, float v)
ccl_device_inline float3 triangle_refine_local(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray)
CCL_NAMESPACE_BEGIN ccl_device_inline float3 stack_load_float3(float *stack, uint a)
ccl_device_inline float stack_load_float(float *stack, uint a)
ccl_device_inline void stack_store_float3(float *stack, uint a, float3 f)
ccl_device_forceinline void svm_unpack_node_uchar4(uint i, uint *x, uint *y, uint *z, uint *w)
ccl_device_inline bool stack_valid(uint a)
#define kernel_tex_fetch(tex, index)
#define ccl_device_noinline
#define CCL_NAMESPACE_END
#define make_float3(x, y, z)
void KERNEL_FUNCTION_FULL_NAME() shader(KernelGlobals *kg, uint4 *input, float4 *output, int type, int filter, int i, int offset, int sample)
ccl_device differential3 differential3_zero()
ccl_device_inline uint lcg_state_init_addrspace(ccl_addr_space PathState *state, uint scramble)
ccl_device_inline void path_branched_rng_2D(KernelGlobals *kg, uint rng_hash, const ccl_addr_space PathState *state, int branch, int num_branches, int dimension, float *fx, float *fy)
@ PRIMITIVE_MOTION_TRIANGLE
@ SD_OBJECT_TRANSFORM_APPLIED
@ SD_OBJECT_NEGATIVE_SCALE_APPLIED
static void sample(SocketReader *reader, int x, int y, float color[4])
struct Intersection hits[LOCAL_MAX_HITS]
float3 Ng[LOCAL_MAX_HITS]
ccl_device_inline void make_orthonormals(const float3 N, float3 *a, float3 *b)
ccl_device_inline float sqr(float a)
ccl_device_inline float2 normalize(const float2 &a)
ccl_device_inline float dot(const float2 &a, const float2 &b)
ccl_device_inline float2 safe_normalize(const float2 &a)
ccl_device_inline bool is_zero(const float2 &a)