4a427a441b
texture coordinates, due to int overflow. Also minor tweak in shader code to avoid copying uninitialized values, should have no effect though because they were not used.
678 lines
15 KiB
C
678 lines
15 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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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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#ifdef __OSL__
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#include "osl_shader.h"
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#else
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#include "svm/bsdf.h"
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#include "svm/emissive.h"
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#include "svm/volume.h"
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#include "svm/svm_bsdf.h"
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#include "svm/svm.h"
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#endif
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CCL_NAMESPACE_BEGIN
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/* ShaderData setup from incoming ray */
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__device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
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const Intersection *isect, const Ray *ray)
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{
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/* fetch triangle data */
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int prim = kernel_tex_fetch(__prim_index, isect->prim);
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float4 Ns = kernel_tex_fetch(__tri_normal, prim);
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float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
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int shader = __float_as_int(Ns.w);
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/* vectors */
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sd->P = bvh_triangle_refine(kg, isect, ray);
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sd->Ng = Ng;
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sd->N = Ng;
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sd->I = -ray->D;
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sd->shader = shader;
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/* triangle */
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#ifdef __INSTANCING__
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sd->object = isect->object;
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#endif
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sd->prim = prim;
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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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/* 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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sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
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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 __INSTANCING__
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if(sd->object != ~0) {
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/* instance transform */
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object_normal_transform(kg, sd->object, &sd->N);
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object_normal_transform(kg, sd->object, &sd->Ng);
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#ifdef __DPDU__
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object_dir_transform(kg, sd->object, &sd->dPdu);
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object_dir_transform(kg, sd->object, &sd->dPdv);
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#endif
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}
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else {
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/* non-instanced object index */
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sd->object = kernel_tex_fetch(__prim_object, isect->prim);
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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 position sampled on mesh */
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__device 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)
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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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/* primitive */
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#ifdef __INSTANCING__
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sd->object = object;
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#endif
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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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/* 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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/* 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 __INSTANCING__
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if(instanced)
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object_normal_transform(kg, sd->object, &sd->N);
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#endif
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}
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sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
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#ifdef __DPDU__
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/* dPdu/dPdv */
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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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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->object, &sd->dPdu);
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object_dir_transform(kg, sd->object, &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.dx = make_float3(0.0f, 0.0f, 0.0f);
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sd->dP.dy = make_float3(0.0f, 0.0f, 0.0f);
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sd->dI.dx = make_float3(0.0f, 0.0f, 0.0f);
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sd->dI.dy = make_float3(0.0f, 0.0f, 0.0f);
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sd->du.dx = 0.0f;
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sd->du.dy = 0.0f;
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sd->dv.dx = 0.0f;
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sd->dv.dy = 0.0f;
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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);
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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)
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{
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/* vectors */
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sd->P = ray->D;
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sd->N = -sd->P;
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sd->Ng = -sd->P;
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sd->I = -sd->P;
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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 __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 __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.dx = 0.0f;
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sd->du.dy = 0.0f;
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sd->dv.dx = 0.0f;
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sd->dv.dy = 0.0f;
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#endif
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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(const ShaderData *sd, const float3 omega_in, float *pdf,
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int skip_bsdf, BsdfEval *bsdf_eval, float sum_pdf, float sum_sample_weight)
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{
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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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#ifdef __OSL__
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float3 eval = OSLShader::bsdf_eval(sd, sc, omega_in, bsdf_pdf);
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#else
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float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);
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#endif
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if(bsdf_pdf != 0.0f) {
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bsdf_eval_accum(bsdf_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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return _shader_bsdf_multi_eval(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 = svm_bsdf_eval(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 */
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float sum = 0.0f;
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for(sampled = 0; sampled < sd->num_closure; sampled++) {
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const ShaderClosure *sc = &sd->closure[sampled];
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if(CLOSURE_IS_BSDF(sc->type))
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sum += sc->sample_weight;
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}
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float r = sd->randb_closure*sum;
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sum = 0.0f;
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for(sampled = 0; sampled < sd->num_closure; sampled++) {
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const ShaderClosure *sc = &sd->closure[sampled];
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if(CLOSURE_IS_BSDF(sc->type)) {
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sum += sd->closure[sampled].sample_weight;
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if(r <= sum)
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break;
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}
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}
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if(sampled == sd->num_closure) {
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*pdf = 0.0f;
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return LABEL_NONE;
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}
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}
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const ShaderClosure *sc = &sd->closure[sampled];
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int label;
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float3 eval;
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*pdf = 0.0f;
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#ifdef __OSL__
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label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
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#else
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label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
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#endif
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if(*pdf != 0.0f) {
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bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
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if(sd->num_closure > 1) {
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float sweight = sc->sample_weight;
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_shader_bsdf_multi_eval(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
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}
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}
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return label;
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#else
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/* sample the single closure that we picked */
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*pdf = 0.0f;
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int label = svm_bsdf_sample(sd, &sd->closure, randu, randv, bsdf_eval, omega_in, domega_in, pdf);
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*bsdf_eval *= sd->closure.weight;
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return label;
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#endif
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}
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__device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
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{
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#ifndef __OSL__
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#ifdef __MULTI_CLOSURE__
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for(int i = 0; i< sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSDF(sc->type))
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svm_bsdf_blur(sc, roughness);
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}
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#else
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svm_bsdf_blur(&sd->closure, roughness);
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#endif
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#endif
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}
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__device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __MULTI_CLOSURE__
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
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eval += sc->weight;
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}
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return eval;
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#else
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if(sd->closure.type == CLOSURE_BSDF_TRANSPARENT_ID)
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return sd->closure.weight;
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else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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__device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __MULTI_CLOSURE__
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
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eval += sc->weight;
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}
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return eval;
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#else
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if(CLOSURE_IS_BSDF_DIFFUSE(sd->closure.type))
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return sd->closure.weight;
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else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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__device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __MULTI_CLOSURE__
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
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eval += sc->weight;
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}
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return eval;
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#else
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if(CLOSURE_IS_BSDF_GLOSSY(sd->closure.type))
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return sd->closure.weight;
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else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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__device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __MULTI_CLOSURE__
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
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eval += sc->weight;
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}
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return eval;
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#else
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if(CLOSURE_IS_BSDF_TRANSMISSION(sd->closure.type))
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return sd->closure.weight;
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else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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/* Emission */
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__device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
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{
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float3 eval;
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#ifdef __MULTI_CLOSURE__
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eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_EMISSION(sc->type)) {
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#ifdef __OSL__
|
|
eval += OSLShader::emissive_eval(sd)*sc->weight;
|
|
#else
|
|
eval += svm_emissive_eval(sd, sc)*sc->weight;
|
|
#endif
|
|
}
|
|
}
|
|
#else
|
|
eval = svm_emissive_eval(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)
|
|
{
|
|
#ifdef __OSL__
|
|
OSLShader::eval_surface(kg, sd, randb, path_flag);
|
|
#else
|
|
|
|
#ifdef __SVM__
|
|
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
|
|
#else
|
|
bsdf_diffuse_setup(sd, &sd->closure);
|
|
sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
|
|
#endif
|
|
|
|
#endif
|
|
}
|
|
|
|
/* Background Evaluation */
|
|
|
|
__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
|
|
{
|
|
#ifdef __OSL__
|
|
return OSLShader::eval_background(kg, sd, path_flag);
|
|
#else
|
|
|
|
#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
|
|
|
|
#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)) {
|
|
#ifdef __OSL__
|
|
eval += OSLShader::volume_eval_phase(sd, omega_in, omega_out);
|
|
#else
|
|
eval += volume_eval_phase(sd, sc, omega_in, omega_out);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
return eval;
|
|
#else
|
|
return volume_eval_phase(sd, &sd->closure, omega_in, omega_out);
|
|
#endif
|
|
}
|
|
|
|
/* Volume Evaluation */
|
|
|
|
__device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
|
|
float randb, int path_flag)
|
|
{
|
|
#ifdef __SVM__
|
|
#ifdef __OSL__
|
|
OSLShader::eval_volume(kg, sd, randb, path_flag);
|
|
#else
|
|
svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
/* Displacement Evaluation */
|
|
|
|
__device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
/* this will modify sd->P */
|
|
#ifdef __SVM__
|
|
#ifdef __OSL__
|
|
OSLShader::eval_displacement(kg, sd);
|
|
#else
|
|
svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
/* Transparent Shadows */
|
|
|
|
#ifdef __TRANSPARENT_SHADOWS__
|
|
__device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect)
|
|
{
|
|
int prim = kernel_tex_fetch(__prim_index, isect->prim);
|
|
float4 Ns = kernel_tex_fetch(__tri_normal, prim);
|
|
int shader = __float_as_int(Ns.w);
|
|
int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);
|
|
|
|
return (flag & SD_HAS_SURFACE_TRANSPARENT) != 0;
|
|
}
|
|
#endif
|
|
|
|
__device int shader_pass_id(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
return kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2 + 1);
|
|
}
|
|
|
|
/* Free ShaderData */
|
|
|
|
__device void shader_release(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
#ifdef __OSL__
|
|
OSLShader::release(kg, sd);
|
|
#endif
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|