blender/intern/cycles/kernel/kernel_compat_cuda.h
Brecht Van Lommel de9dffc61e Cycles: initial subsurface multiple scattering support. It's not working as
well as I would like, but it works, just add a subsurface scattering node and
you can use it like any other BSDF.

It is using fully raytraced sampling compatible with progressive rendering
and other more advanced rendering algorithms we might used in the future, and
it uses no extra memory so it's suitable for complex scenes.

Disadvantage is that it can be quite noisy and slow. Two limitations that will
be solved are that it does not work with bump mapping yet, and that the falloff
function used is a simple cubic function, it's not using the real BSSRDF
falloff function yet.

The node has a color input, along with a scattering radius for each RGB color
channel along with an overall scale factor for the radii.

There is also no GPU support yet, will test if I can get that working later.

Node Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF

Implementation notes:
http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/Subsurface_Scattering
2013-04-01 20:26:52 +00:00

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C

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __KERNEL_COMPAT_CUDA_H__
#define __KERNEL_COMPAT_CUDA_H__
#define __KERNEL_GPU__
#define __KERNEL_CUDA__
#define CCL_NAMESPACE_BEGIN
#define CCL_NAMESPACE_END
#include <cuda.h>
#include <float.h>
#include "util_types.h"
/* Qualifier wrappers for different names on different devices */
#define __device __device__ __inline__
#define __device_inline __device__ __inline__
#define __device_noinline __device__ __noinline__
#define __global
#define __shared __shared__
#define __constant
#define __may_alias
/* No assert supported for CUDA */
#define kernel_assert(cond)
/* Textures */
typedef texture<float4, 1> texture_float4;
typedef texture<float2, 1> texture_float2;
typedef texture<float, 1> texture_float;
typedef texture<uint, 1> texture_uint;
typedef texture<int, 1> texture_int;
typedef texture<uint4, 1> texture_uint4;
typedef texture<uchar4, 1> texture_uchar4;
typedef texture<float4, 2> texture_image_float4;
typedef texture<uchar4, 2, cudaReadModeNormalizedFloat> texture_image_uchar4;
/* Macros to handle different memory storage on different devices */
#define kernel_tex_fetch(t, index) tex1Dfetch(t, index)
#define kernel_tex_image_interp(t, x, y) tex2D(t, x, y)
#define kernel_data __data
/* Use fast math functions */
#define cosf(x) __cosf(((float)x))
#define sinf(x) __sinf(((float)x))
#define powf(x, y) __powf(((float)x), ((float)y))
#define tanf(x) __tanf(((float)x))
#define logf(x) __logf(((float)x))
#define expf(x) __expf(((float)x))
#endif /* __KERNEL_COMPAT_CUDA_H__ */