b9ce231060
More information in this post: http://code.blender.org/ Thanks to all contributes for giving their permission!
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 - this will cause errors with needs fixing*/
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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 */
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float sum = 0.0f;
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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 __NON_PROGRESSIVE__
|
|
__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
|
|
|