blender/intern/cycles/kernel/kernel_bake.h
2019-05-01 21:41:07 +10:00

535 lines
16 KiB
C

/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
#ifdef __BAKING__
ccl_device_inline void compute_light_pass(
KernelGlobals *kg, ShaderData *sd, PathRadiance *L, uint rng_hash, int pass_filter, int sample)
{
kernel_assert(kernel_data.film.use_light_pass);
PathRadiance L_sample;
PathState state;
Ray ray;
float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
/* emission and indirect shader data memory used by various functions */
ShaderData emission_sd, indirect_sd;
ray.P = sd->P + sd->Ng;
ray.D = -sd->Ng;
ray.t = FLT_MAX;
# ifdef __CAMERA_MOTION__
ray.time = 0.5f;
# endif
/* init radiance */
path_radiance_init(&L_sample, kernel_data.film.use_light_pass);
/* init path state */
path_state_init(kg, &emission_sd, &state, rng_hash, sample, NULL);
/* evaluate surface shader */
shader_eval_surface(kg, sd, &state, state.flag);
/* TODO, disable more closures we don't need besides transparent */
shader_bsdf_disable_transparency(kg, sd);
# ifdef __BRANCHED_PATH__
if (!kernel_data.integrator.branched) {
/* regular path tracer */
# endif
/* sample ambient occlusion */
if (pass_filter & BAKE_FILTER_AO) {
kernel_path_ao(
kg, sd, &emission_sd, &L_sample, &state, throughput, shader_bsdf_alpha(kg, sd));
}
/* sample emission */
if ((pass_filter & BAKE_FILTER_EMISSION) && (sd->flag & SD_EMISSION)) {
float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf);
path_radiance_accum_emission(&L_sample, &state, throughput, emission);
}
bool is_sss_sample = false;
# ifdef __SUBSURFACE__
/* sample subsurface scattering */
if ((pass_filter & BAKE_FILTER_SUBSURFACE) && (sd->flag & SD_BSSRDF)) {
/* When mixing BSSRDF and BSDF closures we should skip BSDF lighting
* if scattering was successful. */
SubsurfaceIndirectRays ss_indirect;
kernel_path_subsurface_init_indirect(&ss_indirect);
if (kernel_path_subsurface_scatter(
kg, sd, &emission_sd, &L_sample, &state, &ray, &throughput, &ss_indirect)) {
while (ss_indirect.num_rays) {
kernel_path_subsurface_setup_indirect(
kg, &ss_indirect, &state, &ray, &L_sample, &throughput);
kernel_path_indirect(
kg, &indirect_sd, &emission_sd, &ray, throughput, &state, &L_sample);
}
is_sss_sample = true;
}
}
# endif
/* sample light and BSDF */
if (!is_sss_sample && (pass_filter & (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT))) {
kernel_path_surface_connect_light(kg, sd, &emission_sd, throughput, &state, &L_sample);
if (kernel_path_surface_bounce(kg, sd, &throughput, &state, &L_sample.state, &ray)) {
# ifdef __LAMP_MIS__
state.ray_t = 0.0f;
# endif
/* compute indirect light */
kernel_path_indirect(kg, &indirect_sd, &emission_sd, &ray, throughput, &state, &L_sample);
/* sum and reset indirect light pass variables for the next samples */
path_radiance_sum_indirect(&L_sample);
path_radiance_reset_indirect(&L_sample);
}
}
# ifdef __BRANCHED_PATH__
}
else {
/* branched path tracer */
/* sample ambient occlusion */
if (pass_filter & BAKE_FILTER_AO) {
kernel_branched_path_ao(kg, sd, &emission_sd, &L_sample, &state, throughput);
}
/* sample emission */
if ((pass_filter & BAKE_FILTER_EMISSION) && (sd->flag & SD_EMISSION)) {
float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf);
path_radiance_accum_emission(&L_sample, &state, throughput, emission);
}
# ifdef __SUBSURFACE__
/* sample subsurface scattering */
if ((pass_filter & BAKE_FILTER_SUBSURFACE) && (sd->flag & SD_BSSRDF)) {
/* When mixing BSSRDF and BSDF closures we should skip BSDF lighting
* if scattering was successful. */
kernel_branched_path_subsurface_scatter(
kg, sd, &indirect_sd, &emission_sd, &L_sample, &state, &ray, throughput);
}
# endif
/* sample light and BSDF */
if (pass_filter & (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT)) {
# if defined(__EMISSION__)
/* direct light */
if (kernel_data.integrator.use_direct_light) {
int all = kernel_data.integrator.sample_all_lights_direct;
kernel_branched_path_surface_connect_light(
kg, sd, &emission_sd, &state, throughput, 1.0f, &L_sample, all);
}
# endif
/* indirect light */
kernel_branched_path_surface_indirect_light(
kg, sd, &indirect_sd, &emission_sd, throughput, 1.0f, &state, &L_sample);
}
}
# endif
/* accumulate into master L */
path_radiance_accum_sample(L, &L_sample);
}
/* this helps with AA but it's not the real solution as it does not AA the geometry
* but it's better than nothing, thus committed */
ccl_device_inline float bake_clamp_mirror_repeat(float u, float max)
{
/* use mirror repeat (like opengl texture) so that if the barycentric
* coordinate goes past the end of the triangle it is not always clamped
* to the same value, gives ugly patterns */
u /= max;
float fu = floorf(u);
u = u - fu;
return ((((int)fu) & 1) ? 1.0f - u : u) * max;
}
ccl_device_inline float3 kernel_bake_shader_bsdf(KernelGlobals *kg,
ShaderData *sd,
const ShaderEvalType type)
{
switch (type) {
case SHADER_EVAL_DIFFUSE:
return shader_bsdf_diffuse(kg, sd);
case SHADER_EVAL_GLOSSY:
return shader_bsdf_glossy(kg, sd);
case SHADER_EVAL_TRANSMISSION:
return shader_bsdf_transmission(kg, sd);
# ifdef __SUBSURFACE__
case SHADER_EVAL_SUBSURFACE:
return shader_bsdf_subsurface(kg, sd);
# endif
default:
kernel_assert(!"Unknown bake type passed to BSDF evaluate");
return make_float3(0.0f, 0.0f, 0.0f);
}
}
ccl_device float3 kernel_bake_evaluate_direct_indirect(KernelGlobals *kg,
ShaderData *sd,
PathState *state,
float3 direct,
float3 indirect,
const ShaderEvalType type,
const int pass_filter)
{
float3 color;
const bool is_color = (pass_filter & BAKE_FILTER_COLOR) != 0;
const bool is_direct = (pass_filter & BAKE_FILTER_DIRECT) != 0;
const bool is_indirect = (pass_filter & BAKE_FILTER_INDIRECT) != 0;
float3 out = make_float3(0.0f, 0.0f, 0.0f);
if (is_color) {
if (is_direct || is_indirect) {
/* Leave direct and diffuse channel colored. */
color = make_float3(1.0f, 1.0f, 1.0f);
}
else {
/* surface color of the pass only */
shader_eval_surface(kg, sd, state, 0);
return kernel_bake_shader_bsdf(kg, sd, type);
}
}
else {
shader_eval_surface(kg, sd, state, 0);
color = kernel_bake_shader_bsdf(kg, sd, type);
}
if (is_direct) {
out += safe_divide_even_color(direct, color);
}
if (is_indirect) {
out += safe_divide_even_color(indirect, color);
}
return out;
}
ccl_device void kernel_bake_evaluate(KernelGlobals *kg,
ccl_global uint4 *input,
ccl_global float4 *output,
ShaderEvalType type,
int pass_filter,
int i,
int offset,
int sample)
{
ShaderData sd;
PathState state = {0};
uint4 in = input[i * 2];
uint4 diff = input[i * 2 + 1];
float3 out = make_float3(0.0f, 0.0f, 0.0f);
int object = in.x;
int prim = in.y;
if (prim == -1)
return;
float u = __uint_as_float(in.z);
float v = __uint_as_float(in.w);
float dudx = __uint_as_float(diff.x);
float dudy = __uint_as_float(diff.y);
float dvdx = __uint_as_float(diff.z);
float dvdy = __uint_as_float(diff.w);
int num_samples = kernel_data.integrator.aa_samples;
/* random number generator */
uint rng_hash = cmj_hash(offset + i, kernel_data.integrator.seed);
float filter_x, filter_y;
if (sample == 0) {
filter_x = filter_y = 0.5f;
}
else {
path_rng_2D(kg, rng_hash, sample, num_samples, PRNG_FILTER_U, &filter_x, &filter_y);
}
/* subpixel u/v offset */
if (sample > 0) {
u = bake_clamp_mirror_repeat(u + dudx * (filter_x - 0.5f) + dudy * (filter_y - 0.5f), 1.0f);
v = bake_clamp_mirror_repeat(v + dvdx * (filter_x - 0.5f) + dvdy * (filter_y - 0.5f),
1.0f - u);
}
/* triangle */
int shader;
float3 P, Ng;
triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
/* light passes */
PathRadiance L;
path_radiance_init(&L, kernel_data.film.use_light_pass);
shader_setup_from_sample(
kg,
&sd,
P,
Ng,
Ng,
shader,
object,
prim,
u,
v,
1.0f,
0.5f,
!(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
LAMP_NONE);
sd.I = sd.N;
/* update differentials */
sd.dP.dx = sd.dPdu * dudx + sd.dPdv * dvdx;
sd.dP.dy = sd.dPdu * dudy + sd.dPdv * dvdy;
sd.du.dx = dudx;
sd.du.dy = dudy;
sd.dv.dx = dvdx;
sd.dv.dy = dvdy;
/* set RNG state for shaders that use sampling */
state.rng_hash = rng_hash;
state.rng_offset = 0;
state.sample = sample;
state.num_samples = num_samples;
state.min_ray_pdf = FLT_MAX;
/* light passes if we need more than color */
if (pass_filter & ~BAKE_FILTER_COLOR)
compute_light_pass(kg, &sd, &L, rng_hash, pass_filter, sample);
switch (type) {
/* data passes */
case SHADER_EVAL_NORMAL:
case SHADER_EVAL_ROUGHNESS:
case SHADER_EVAL_EMISSION: {
if (type != SHADER_EVAL_NORMAL || (sd.flag & SD_HAS_BUMP)) {
int path_flag = (type == SHADER_EVAL_EMISSION) ? PATH_RAY_EMISSION : 0;
shader_eval_surface(kg, &sd, &state, path_flag);
}
if (type == SHADER_EVAL_NORMAL) {
float3 N = sd.N;
if (sd.flag & SD_HAS_BUMP) {
N = shader_bsdf_average_normal(kg, &sd);
}
/* encoding: normal = (2 * color) - 1 */
out = N * 0.5f + make_float3(0.5f, 0.5f, 0.5f);
}
else if (type == SHADER_EVAL_ROUGHNESS) {
float roughness = shader_bsdf_average_roughness(&sd);
out = make_float3(roughness, roughness, roughness);
}
else {
out = shader_emissive_eval(&sd);
}
break;
}
case SHADER_EVAL_UV: {
out = primitive_uv(kg, &sd);
break;
}
# ifdef __PASSES__
/* light passes */
case SHADER_EVAL_AO: {
out = L.ao;
break;
}
case SHADER_EVAL_COMBINED: {
if ((pass_filter & BAKE_FILTER_COMBINED) == BAKE_FILTER_COMBINED) {
float alpha;
out = path_radiance_clamp_and_sum(kg, &L, &alpha);
break;
}
if ((pass_filter & BAKE_FILTER_DIFFUSE_DIRECT) == BAKE_FILTER_DIFFUSE_DIRECT)
out += L.direct_diffuse;
if ((pass_filter & BAKE_FILTER_DIFFUSE_INDIRECT) == BAKE_FILTER_DIFFUSE_INDIRECT)
out += L.indirect_diffuse;
if ((pass_filter & BAKE_FILTER_GLOSSY_DIRECT) == BAKE_FILTER_GLOSSY_DIRECT)
out += L.direct_glossy;
if ((pass_filter & BAKE_FILTER_GLOSSY_INDIRECT) == BAKE_FILTER_GLOSSY_INDIRECT)
out += L.indirect_glossy;
if ((pass_filter & BAKE_FILTER_TRANSMISSION_DIRECT) == BAKE_FILTER_TRANSMISSION_DIRECT)
out += L.direct_transmission;
if ((pass_filter & BAKE_FILTER_TRANSMISSION_INDIRECT) == BAKE_FILTER_TRANSMISSION_INDIRECT)
out += L.indirect_transmission;
if ((pass_filter & BAKE_FILTER_SUBSURFACE_DIRECT) == BAKE_FILTER_SUBSURFACE_DIRECT)
out += L.direct_subsurface;
if ((pass_filter & BAKE_FILTER_SUBSURFACE_INDIRECT) == BAKE_FILTER_SUBSURFACE_INDIRECT)
out += L.indirect_subsurface;
if ((pass_filter & BAKE_FILTER_EMISSION) != 0)
out += L.emission;
break;
}
case SHADER_EVAL_SHADOW: {
out = make_float3(L.shadow.x, L.shadow.y, L.shadow.z);
break;
}
case SHADER_EVAL_DIFFUSE: {
out = kernel_bake_evaluate_direct_indirect(
kg, &sd, &state, L.direct_diffuse, L.indirect_diffuse, type, pass_filter);
break;
}
case SHADER_EVAL_GLOSSY: {
out = kernel_bake_evaluate_direct_indirect(
kg, &sd, &state, L.direct_glossy, L.indirect_glossy, type, pass_filter);
break;
}
case SHADER_EVAL_TRANSMISSION: {
out = kernel_bake_evaluate_direct_indirect(
kg, &sd, &state, L.direct_transmission, L.indirect_transmission, type, pass_filter);
break;
}
case SHADER_EVAL_SUBSURFACE: {
# ifdef __SUBSURFACE__
out = kernel_bake_evaluate_direct_indirect(
kg, &sd, &state, L.direct_subsurface, L.indirect_subsurface, type, pass_filter);
# endif
break;
}
# endif
/* extra */
case SHADER_EVAL_ENVIRONMENT: {
/* setup ray */
Ray ray;
ray.P = make_float3(0.0f, 0.0f, 0.0f);
ray.D = normalize(P);
ray.t = 0.0f;
# ifdef __CAMERA_MOTION__
ray.time = 0.5f;
# endif
# ifdef __RAY_DIFFERENTIALS__
ray.dD = differential3_zero();
ray.dP = differential3_zero();
# endif
/* setup shader data */
shader_setup_from_background(kg, &sd, &ray);
/* evaluate */
int path_flag = 0; /* we can't know which type of BSDF this is for */
shader_eval_surface(kg, &sd, &state, path_flag | PATH_RAY_EMISSION);
out = shader_background_eval(&sd);
break;
}
default: {
/* no real shader, returning the position of the verts for debugging */
out = normalize(P);
break;
}
}
/* write output */
const float output_fac = 1.0f / num_samples;
const float4 scaled_result = make_float4(out.x, out.y, out.z, 1.0f) * output_fac;
output[i] = (sample == 0) ? scaled_result : output[i] + scaled_result;
}
#endif /* __BAKING__ */
ccl_device void kernel_displace_evaluate(KernelGlobals *kg,
ccl_global uint4 *input,
ccl_global float4 *output,
int i)
{
ShaderData sd;
PathState state = {0};
uint4 in = input[i];
/* setup shader data */
int object = in.x;
int prim = in.y;
float u = __uint_as_float(in.z);
float v = __uint_as_float(in.w);
shader_setup_from_displace(kg, &sd, object, prim, u, v);
/* evaluate */
float3 P = sd.P;
shader_eval_displacement(kg, &sd, &state);
float3 D = sd.P - P;
object_inverse_dir_transform(kg, &sd, &D);
/* write output */
output[i] += make_float4(D.x, D.y, D.z, 0.0f);
}
ccl_device void kernel_background_evaluate(KernelGlobals *kg,
ccl_global uint4 *input,
ccl_global float4 *output,
int i)
{
ShaderData sd;
PathState state = {0};
uint4 in = input[i];
/* setup ray */
Ray ray;
float u = __uint_as_float(in.x);
float v = __uint_as_float(in.y);
ray.P = make_float3(0.0f, 0.0f, 0.0f);
ray.D = equirectangular_to_direction(u, v);
ray.t = 0.0f;
#ifdef __CAMERA_MOTION__
ray.time = 0.5f;
#endif
#ifdef __RAY_DIFFERENTIALS__
ray.dD = differential3_zero();
ray.dP = differential3_zero();
#endif
/* setup shader data */
shader_setup_from_background(kg, &sd, &ray);
/* evaluate */
int path_flag = 0; /* we can't know which type of BSDF this is for */
shader_eval_surface(kg, &sd, &state, path_flag | PATH_RAY_EMISSION);
float3 color = shader_background_eval(&sd);
/* write output */
output[i] += make_float4(color.x, color.y, color.z, 0.0f);
}
CCL_NAMESPACE_END