3306afac87
A new hair bsdf node, with two closure options, is added. These closures allow the generation of the reflective and transmission components of hair. The node allows control of the highlight colour, roughness and angular shift. Llimitations include: -No glint or fresnel adjustments. -The 'offset' is un-used when triangle primitives are used.
997 lines
23 KiB
C
997 lines
23 KiB
C
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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/*
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* ShaderData, used in four steps:
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*
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* Setup from incoming ray, sampled position and background.
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* Execute for surface, volume or displacement.
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* Evaluate one or more closures.
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* Release.
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*
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*/
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#include "closure/bsdf_util.h"
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#include "closure/bsdf.h"
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#include "closure/emissive.h"
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#include "closure/volume.h"
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#include "svm/svm.h"
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CCL_NAMESPACE_BEGIN
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/* ShaderData setup from incoming ray */
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#ifdef __OBJECT_MOTION__
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#if defined(__KERNEL_CUDA_VERSION__) && __KERNEL_CUDA_VERSION__ <= 42
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__device_noinline
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#else
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__device
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#endif
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void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, float time)
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{
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/* note that this is a separate non-inlined function to work around crash
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* on CUDA sm 2.0, otherwise kernel execution crashes (compiler bug?) */
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if(sd->flag & SD_OBJECT_MOTION) {
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sd->ob_tfm = object_fetch_transform_motion(kg, sd->object, time);
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sd->ob_itfm= transform_quick_inverse(sd->ob_tfm);
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}
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else {
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sd->ob_tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
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sd->ob_itfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
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}
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}
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#endif
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#if defined(__KERNEL_CUDA_VERSION__) && __KERNEL_CUDA_VERSION__ <= 42
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__device_noinline
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#else
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__device
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#endif
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void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
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const Intersection *isect, const Ray *ray, int bounce)
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{
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#ifdef __INSTANCING__
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sd->object = (isect->object == ~0)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
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#endif
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sd->flag = kernel_tex_fetch(__object_flag, sd->object);
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/* matrices and time */
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#ifdef __OBJECT_MOTION__
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shader_setup_object_transforms(kg, sd, ray->time);
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sd->time = ray->time;
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#endif
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sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
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sd->ray_length = isect->t;
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sd->ray_depth = bounce;
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#ifdef __HAIR__
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if(kernel_tex_fetch(__prim_segment, isect->prim) != ~0) {
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/* Strand Shader setting*/
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float4 curvedata = kernel_tex_fetch(__curves, sd->prim);
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sd->shader = __float_as_int(curvedata.z);
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sd->segment = isect->segment;
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float tcorr = isect->t;
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if(kernel_data.curve.curveflags & CURVE_KN_POSTINTERSECTCORRECTION) {
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tcorr = (isect->u < 0)? tcorr + sqrtf(isect->v) : tcorr - sqrtf(isect->v);
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sd->ray_length = tcorr;
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}
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sd->P = bvh_curve_refine(kg, sd, isect, ray, tcorr);
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}
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else {
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#endif
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/* fetch triangle data */
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float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
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float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
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sd->shader = __float_as_int(Ns.w);
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#ifdef __HAIR__
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sd->segment = ~0;
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/*elements for minimum hair width using transparency bsdf*/
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/*sd->curve_transparency = 0.0f;*/
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/*sd->curve_radius = 0.0f;*/
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#endif
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#ifdef __UV__
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sd->u = isect->u;
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sd->v = isect->v;
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#endif
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/* vectors */
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sd->P = bvh_triangle_refine(kg, sd, isect, ray);
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sd->Ng = Ng;
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sd->N = Ng;
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/* smooth normal */
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if(sd->shader & SHADER_SMOOTH_NORMAL)
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sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
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#ifdef __DPDU__
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/* dPdu/dPdv */
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triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
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#endif
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#ifdef __HAIR__
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}
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#endif
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sd->I = -ray->D;
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
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#ifdef __INSTANCING__
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if(isect->object != ~0) {
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/* instance transform */
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object_normal_transform(kg, sd, &sd->N);
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object_normal_transform(kg, sd, &sd->Ng);
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#ifdef __DPDU__
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object_dir_transform(kg, sd, &sd->dPdu);
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object_dir_transform(kg, sd, &sd->dPdv);
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#endif
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}
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#endif
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/* backfacing test */
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bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
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if(backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t);
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differential_incoming(&sd->dI, ray->dD);
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differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
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#endif
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}
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/* ShaderData setup from BSSRDF scatter */
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#ifdef __SUBSURFACE__
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__device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderData *sd,
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const Intersection *isect, const Ray *ray)
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{
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bool backfacing = sd->flag & SD_BACKFACING;
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/* object, matrices, time, ray_length stay the same */
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sd->flag = kernel_tex_fetch(__object_flag, sd->object);
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sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
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/* fetch triangle data */
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float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim);
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float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
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sd->shader = __float_as_int(Ns.w);
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#ifdef __HAIR__
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sd->segment = ~0;
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#endif
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#ifdef __UV__
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sd->u = isect->u;
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sd->v = isect->v;
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#endif
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/* vectors */
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sd->P = bvh_triangle_refine_subsurface(kg, sd, isect, ray);
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sd->Ng = Ng;
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sd->N = Ng;
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/* smooth normal */
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if(sd->shader & SHADER_SMOOTH_NORMAL)
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sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
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#ifdef __DPDU__
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/* dPdu/dPdv */
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triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
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#endif
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
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#ifdef __INSTANCING__
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if(isect->object != ~0) {
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/* instance transform */
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object_normal_transform(kg, sd, &sd->N);
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object_normal_transform(kg, sd, &sd->Ng);
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#ifdef __DPDU__
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object_dir_transform(kg, sd, &sd->dPdu);
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object_dir_transform(kg, sd, &sd->dPdv);
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#endif
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}
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#endif
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/* backfacing test */
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if(backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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/* should not get used in principle as the shading will only use a diffuse
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* BSDF, but the shader might still access it */
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sd->I = sd->N;
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
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/* don't modify dP and dI */
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#endif
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}
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#endif
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/* ShaderData setup from position sampled on mesh */
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#if defined(__KERNEL_CUDA_VERSION__) && __KERNEL_CUDA_VERSION__ <= 42
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__device_noinline
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#else
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__device
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#endif
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void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
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const float3 P, const float3 Ng, const float3 I,
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int shader, int object, int prim, float u, float v, float t, float time, int bounce, int segment)
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{
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/* vectors */
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sd->P = P;
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sd->N = Ng;
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sd->Ng = Ng;
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sd->I = I;
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sd->shader = shader;
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#ifdef __HAIR__
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sd->segment = segment;
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#endif
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/* primitive */
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#ifdef __INSTANCING__
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sd->object = object;
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#endif
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/* currently no access to bvh prim index for strand sd->prim*/
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sd->prim = prim;
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#ifdef __UV__
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sd->u = u;
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sd->v = v;
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#endif
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sd->ray_length = t;
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sd->ray_depth = bounce;
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/* detect instancing, for non-instanced the object index is -object-1 */
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#ifdef __INSTANCING__
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bool instanced = false;
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if(sd->prim != ~0) {
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if(sd->object >= 0)
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instanced = true;
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else
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#endif
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sd->object = ~sd->object;
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#ifdef __INSTANCING__
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}
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#endif
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sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
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if(sd->object != -1) {
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sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
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#ifdef __OBJECT_MOTION__
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shader_setup_object_transforms(kg, sd, time);
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}
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sd->time = time;
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#else
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}
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#endif
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/* smooth normal */
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#ifdef __HAIR__
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if(sd->shader & SHADER_SMOOTH_NORMAL && sd->segment == ~0) {
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sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
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#else
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if(sd->shader & SHADER_SMOOTH_NORMAL) {
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sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
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#endif
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#ifdef __INSTANCING__
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if(instanced)
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object_normal_transform(kg, sd, &sd->N);
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#endif
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}
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#ifdef __DPDU__
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/* dPdu/dPdv */
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#ifdef __HAIR__
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if(sd->prim == ~0 || sd->segment != ~0) {
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sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
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sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
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}
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#else
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if(sd->prim == ~0) {
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sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
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sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
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}
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#endif
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else {
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triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
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#ifdef __INSTANCING__
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if(instanced) {
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object_dir_transform(kg, sd, &sd->dPdu);
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object_dir_transform(kg, sd, &sd->dPdv);
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}
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#endif
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}
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#endif
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/* backfacing test */
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if(sd->prim != ~0) {
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bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
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if(backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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}
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#ifdef __RAY_DIFFERENTIALS__
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/* no ray differentials here yet */
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sd->dP = differential3_zero();
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sd->dI = differential3_zero();
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sd->du = differential_zero();
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sd->dv = differential_zero();
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#endif
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}
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/* ShaderData setup for displacement */
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__device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
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int object, int prim, float u, float v)
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{
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float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f);
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int shader;
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P = triangle_point_MT(kg, prim, u, v);
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Ng = triangle_normal_MT(kg, prim, &shader);
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/* force smooth shading for displacement */
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shader |= SHADER_SMOOTH_NORMAL;
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/* watch out: no instance transform currently */
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shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID, 0, ~0);
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}
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/* ShaderData setup from ray into background */
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__device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray, int bounce)
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{
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/* vectors */
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sd->P = ray->D;
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sd->N = -ray->D;
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sd->Ng = -ray->D;
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sd->I = -ray->D;
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sd->shader = kernel_data.background.shader;
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sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
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#ifdef __OBJECT_MOTION__
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sd->time = ray->time;
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#endif
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sd->ray_length = 0.0f;
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sd->ray_depth = bounce;
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#ifdef __INSTANCING__
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sd->object = ~0;
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#endif
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sd->prim = ~0;
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#ifdef __HAIR__
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sd->segment = ~0;
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#endif
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#ifdef __UV__
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sd->u = 0.0f;
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sd->v = 0.0f;
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#endif
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#ifdef __DPDU__
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/* dPdu/dPdv */
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sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
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sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
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#endif
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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sd->dP = ray->dD;
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differential_incoming(&sd->dI, sd->dP);
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sd->du = differential_zero();
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sd->dv = differential_zero();
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#endif
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/* for NDC coordinates */
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sd->ray_P = ray->P;
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sd->ray_dP = ray->dP;
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}
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/* BSDF */
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#ifdef __MULTI_CLOSURE__
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__device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderData *sd, const float3 omega_in, float *pdf,
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int skip_bsdf, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight)
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{
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/* this is the veach one-sample model with balance heuristic, some pdf
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* factors drop out when using balance heuristic weighting */
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for(int i = 0; i< sd->num_closure; i++) {
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if(i == skip_bsdf)
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continue;
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const ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSDF(sc->type)) {
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float bsdf_pdf = 0.0f;
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float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf);
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if(bsdf_pdf != 0.0f) {
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bsdf_eval_accum(result_eval, sc->type, eval*sc->weight);
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sum_pdf += bsdf_pdf*sc->sample_weight;
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}
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sum_sample_weight += sc->sample_weight;
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}
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}
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*pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f;
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}
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#endif
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__device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
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const float3 omega_in, BsdfEval *eval, float *pdf)
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{
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#ifdef __MULTI_CLOSURE__
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bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
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_shader_bsdf_multi_eval(kg, sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
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#else
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const ShaderClosure *sc = &sd->closure;
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*pdf = 0.0f;
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*eval = bsdf_eval(kg, sd, sc, omega_in, pdf)*sc->weight;
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#endif
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}
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__device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
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float randu, float randv, BsdfEval *bsdf_eval,
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float3 *omega_in, differential3 *domega_in, float *pdf)
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{
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#ifdef __MULTI_CLOSURE__
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int sampled = 0;
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if(sd->num_closure > 1) {
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/* pick a BSDF closure based on sample weights */
|
|
float sum = 0.0f;
|
|
|
|
for(sampled = 0; sampled < sd->num_closure; sampled++) {
|
|
const ShaderClosure *sc = &sd->closure[sampled];
|
|
|
|
if(CLOSURE_IS_BSDF(sc->type))
|
|
sum += sc->sample_weight;
|
|
}
|
|
|
|
float r = sd->randb_closure*sum;
|
|
sum = 0.0f;
|
|
|
|
for(sampled = 0; sampled < sd->num_closure; sampled++) {
|
|
const ShaderClosure *sc = &sd->closure[sampled];
|
|
|
|
if(CLOSURE_IS_BSDF(sc->type)) {
|
|
sum += sc->sample_weight;
|
|
|
|
if(r <= sum)
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(sampled == sd->num_closure) {
|
|
*pdf = 0.0f;
|
|
return LABEL_NONE;
|
|
}
|
|
}
|
|
|
|
const ShaderClosure *sc = &sd->closure[sampled];
|
|
int label;
|
|
float3 eval;
|
|
|
|
*pdf = 0.0f;
|
|
label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
|
|
|
|
if(*pdf != 0.0f) {
|
|
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
|
|
|
|
if(sd->num_closure > 1) {
|
|
float sweight = sc->sample_weight;
|
|
_shader_bsdf_multi_eval(kg, sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
|
|
}
|
|
}
|
|
|
|
return label;
|
|
#else
|
|
/* sample the single closure that we picked */
|
|
*pdf = 0.0f;
|
|
int label = bsdf_sample(kg, sd, &sd->closure, randu, randv, bsdf_eval, omega_in, domega_in, pdf);
|
|
*bsdf_eval *= sd->closure.weight;
|
|
return label;
|
|
#endif
|
|
}
|
|
|
|
__device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *sd,
|
|
const ShaderClosure *sc, float randu, float randv, BsdfEval *bsdf_eval,
|
|
float3 *omega_in, differential3 *domega_in, float *pdf)
|
|
{
|
|
int label;
|
|
float3 eval;
|
|
|
|
*pdf = 0.0f;
|
|
label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
|
|
|
|
if(*pdf != 0.0f)
|
|
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
|
|
|
|
return label;
|
|
}
|
|
|
|
__device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_BSDF(sc->type))
|
|
bsdf_blur(kg, sc, roughness);
|
|
}
|
|
#else
|
|
bsdf_blur(kg, &sd->closure, roughness);
|
|
#endif
|
|
}
|
|
|
|
__device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
|
|
eval += sc->weight;
|
|
}
|
|
|
|
return eval;
|
|
#else
|
|
if(sd->closure.type == CLOSURE_BSDF_TRANSPARENT_ID)
|
|
return sd->closure.weight;
|
|
else
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
#endif
|
|
}
|
|
|
|
__device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
|
|
eval += sc->weight;
|
|
}
|
|
|
|
return eval;
|
|
#else
|
|
if(CLOSURE_IS_BSDF_DIFFUSE(sd->closure.type))
|
|
return sd->closure.weight;
|
|
else
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
#endif
|
|
}
|
|
|
|
__device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
|
|
eval += sc->weight;
|
|
}
|
|
|
|
return eval;
|
|
#else
|
|
if(CLOSURE_IS_BSDF_GLOSSY(sd->closure.type))
|
|
return sd->closure.weight;
|
|
else
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
#endif
|
|
}
|
|
|
|
__device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
|
|
eval += sc->weight;
|
|
}
|
|
|
|
return eval;
|
|
#else
|
|
if(CLOSURE_IS_BSDF_TRANSMISSION(sd->closure.type))
|
|
return sd->closure.weight;
|
|
else
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
#endif
|
|
}
|
|
|
|
__device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_BSSRDF(sc->type))
|
|
eval += sc->weight;
|
|
}
|
|
|
|
return eval;
|
|
#else
|
|
if(CLOSURE_IS_BSSRDF(sd->closure.type))
|
|
return sd->closure.weight;
|
|
else
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
#endif
|
|
}
|
|
|
|
__device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N_)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
float3 N = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
|
|
eval += sc->weight*ao_factor;
|
|
N += sc->N*average(sc->weight);
|
|
}
|
|
else if(CLOSURE_IS_AMBIENT_OCCLUSION(sc->type)) {
|
|
eval += sc->weight;
|
|
N += sd->N*average(sc->weight);
|
|
}
|
|
}
|
|
|
|
if(is_zero(N))
|
|
N = sd->N;
|
|
else
|
|
N = normalize(N);
|
|
|
|
*N_ = N;
|
|
return eval;
|
|
#else
|
|
*N_ = sd->N;
|
|
|
|
if(CLOSURE_IS_BSDF_DIFFUSE(sd->closure.type))
|
|
return sd->closure.weight*ao_factor;
|
|
else if(CLOSURE_IS_AMBIENT_OCCLUSION(sd->closure.type))
|
|
return sd->closure.weight;
|
|
else
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
#endif
|
|
}
|
|
|
|
__device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_blur_)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
float3 N = make_float3(0.0f, 0.0f, 0.0f);
|
|
float texture_blur = 0.0f, weight_sum = 0.0f;
|
|
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_BSSRDF(sc->type)) {
|
|
float avg_weight = fabsf(average(sc->weight));
|
|
|
|
N += sc->N*avg_weight;
|
|
eval += sc->weight;
|
|
texture_blur += sc->data1*avg_weight;
|
|
weight_sum += avg_weight;
|
|
}
|
|
}
|
|
|
|
if(N_)
|
|
*N_ = (is_zero(N))? sd->N: normalize(N);
|
|
|
|
if(texture_blur_)
|
|
*texture_blur_ = texture_blur/weight_sum;
|
|
|
|
return eval;
|
|
#else
|
|
if(CLOSURE_IS_BSSRDF(sd->closure.type)) {
|
|
if(N_) *N_ = sd->closure.N;
|
|
if(texture_blur_) *texture_blur_ = sd->closure.data1;
|
|
|
|
return sd->closure.weight;
|
|
}
|
|
else {
|
|
if(N_) *N_ = sd->N;
|
|
if(texture_blur_) *texture_blur_ = 0.0f;
|
|
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/* Emission */
|
|
|
|
__device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc)
|
|
{
|
|
#ifdef __OSL__
|
|
if(kg->osl && sc->prim)
|
|
return OSLShader::emissive_eval(sd, sc);
|
|
#endif
|
|
|
|
return emissive_simple_eval(sd->Ng, sd->I);
|
|
}
|
|
|
|
__device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
float3 eval;
|
|
#ifdef __MULTI_CLOSURE__
|
|
eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_EMISSION(sc->type))
|
|
eval += emissive_eval(kg, sd, sc)*sc->weight;
|
|
}
|
|
#else
|
|
eval = emissive_eval(kg, sd, &sd->closure)*sd->closure.weight;
|
|
#endif
|
|
|
|
return eval;
|
|
}
|
|
|
|
/* Holdout */
|
|
|
|
__device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
float3 weight = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_HOLDOUT(sc->type))
|
|
weight += sc->weight;
|
|
}
|
|
|
|
return weight;
|
|
#else
|
|
if(sd->closure.type == CLOSURE_HOLDOUT_ID)
|
|
return make_float3(1.0f, 1.0f, 1.0f);
|
|
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
#endif
|
|
}
|
|
|
|
/* Surface Evaluation */
|
|
|
|
__device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
|
|
float randb, int path_flag, ShaderContext ctx)
|
|
{
|
|
#ifdef __OSL__
|
|
if (kg->osl)
|
|
OSLShader::eval_surface(kg, sd, randb, path_flag, ctx);
|
|
else
|
|
#endif
|
|
{
|
|
#ifdef __SVM__
|
|
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
|
|
#else
|
|
sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
|
|
sd->closure.N = sd->N;
|
|
sd->flag |= bsdf_diffuse_setup(&sd->closure);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/* Background Evaluation */
|
|
|
|
__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx)
|
|
{
|
|
#ifdef __OSL__
|
|
if (kg->osl)
|
|
return OSLShader::eval_background(kg, sd, path_flag, ctx);
|
|
else
|
|
#endif
|
|
|
|
{
|
|
#ifdef __SVM__
|
|
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
|
|
|
|
#ifdef __MULTI_CLOSURE__
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
const ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_BACKGROUND(sc->type))
|
|
eval += sc->weight;
|
|
}
|
|
|
|
return eval;
|
|
#else
|
|
if(sd->closure.type == CLOSURE_BACKGROUND_ID)
|
|
return sd->closure.weight;
|
|
else
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
#endif
|
|
|
|
#else
|
|
return make_float3(0.8f, 0.8f, 0.8f);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/* Volume */
|
|
|
|
__device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
|
|
float3 omega_in, float3 omega_out)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
for(int i = 0; i< sd->num_closure; i++) {
|
|
const ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_VOLUME(sc->type))
|
|
eval += volume_eval_phase(kg, sc, omega_in, omega_out);
|
|
}
|
|
|
|
return eval;
|
|
#else
|
|
return volume_eval_phase(kg, &sd->closure, omega_in, omega_out);
|
|
#endif
|
|
}
|
|
|
|
/* Volume Evaluation */
|
|
|
|
__device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
|
|
float randb, int path_flag, ShaderContext ctx)
|
|
{
|
|
#ifdef __SVM__
|
|
#ifdef __OSL__
|
|
if (kg->osl)
|
|
OSLShader::eval_volume(kg, sd, randb, path_flag, ctx);
|
|
else
|
|
#endif
|
|
svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
|
|
#endif
|
|
}
|
|
|
|
/* Displacement Evaluation */
|
|
|
|
__device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx)
|
|
{
|
|
/* this will modify sd->P */
|
|
#ifdef __SVM__
|
|
#ifdef __OSL__
|
|
if (kg->osl)
|
|
OSLShader::eval_displacement(kg, sd, ctx);
|
|
else
|
|
#endif
|
|
svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
|
|
#endif
|
|
}
|
|
|
|
/* Transparent Shadows */
|
|
|
|
#ifdef __TRANSPARENT_SHADOWS__
|
|
__device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect)
|
|
{
|
|
int prim = kernel_tex_fetch(__prim_index, isect->prim);
|
|
int shader = 0;
|
|
|
|
#ifdef __HAIR__
|
|
if(kernel_tex_fetch(__prim_segment, isect->prim) == ~0) {
|
|
#endif
|
|
float4 Ns = kernel_tex_fetch(__tri_normal, prim);
|
|
shader = __float_as_int(Ns.w);
|
|
#ifdef __HAIR__
|
|
}
|
|
else {
|
|
float4 str = kernel_tex_fetch(__curves, prim);
|
|
shader = __float_as_int(str.z);
|
|
}
|
|
#endif
|
|
int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);
|
|
|
|
return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
|
|
}
|
|
#endif
|
|
|
|
/* Merging */
|
|
|
|
#ifdef __BRANCHED_PATH__
|
|
__device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
/* merge identical closures, better when we sample a single closure at a time */
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
ShaderClosure *sci = &sd->closure[i];
|
|
|
|
for(int j = i + 1; j < sd->num_closure; j++) {
|
|
ShaderClosure *scj = &sd->closure[j];
|
|
|
|
#ifdef __OSL__
|
|
if(!sci->prim && !scj->prim && sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) {
|
|
#else
|
|
if(sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) {
|
|
#endif
|
|
sci->weight += scj->weight;
|
|
sci->sample_weight += scj->sample_weight;
|
|
|
|
int size = sd->num_closure - (j+1);
|
|
if(size > 0) {
|
|
for(int k = 0; k < size; k++) {
|
|
scj[k] = scj[k+1];
|
|
}
|
|
}
|
|
|
|
sd->num_closure--;
|
|
j--;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
CCL_NAMESPACE_END
|
|
|