2011-04-27 11:58:34 +00:00
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/*
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2013-08-18 14:16:15 +00:00
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* Copyright 2011-2013 Blender Foundation
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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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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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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* http://www.apache.org/licenses/LICENSE-2.0
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2011-04-27 11:58:34 +00:00
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*
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2013-08-18 14:16:15 +00:00
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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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2014-12-25 01:50:24 +00:00
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* limitations under the License.
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2011-04-27 11:58:34 +00:00
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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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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 18:39:14 +00:00
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#include "kernel/closure/alloc.h"
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#include "kernel/closure/bsdf_util.h"
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#include "kernel/closure/bsdf.h"
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#include "kernel/closure/emissive.h"
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2012-10-20 12:18:00 +00:00
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Cycles: Make all #include statements relative to cycles source directory
The idea is to make include statements more explicit and obvious where the
file is coming from, additionally reducing chance of wrong header being
picked up.
For example, it was not obvious whether bvh.h was refferring to builder
or traversal, whenter node.h is a generic graph node or a shader node
and cases like that.
Surely this might look obvious for the active developers, but after some
time of not touching the code it becomes less obvious where file is coming
from.
This was briefly mentioned in T50824 and seems @brecht is fine with such
explicitness, but need to agree with all active developers before committing
this.
Please note that this patch is lacking changes related on GPU/OpenCL
support. This will be solved if/when we all agree this is a good idea to move
forward.
Reviewers: brecht, lukasstockner97, maiself, nirved, dingto, juicyfruit, swerner
Reviewed By: lukasstockner97, maiself, nirved, dingto
Subscribers: brecht
Differential Revision: https://developer.blender.org/D2586
2017-03-28 18:39:14 +00:00
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#include "kernel/svm/svm.h"
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_BEGIN
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/* ShaderData setup from incoming ray */
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2012-10-17 22:48:29 +00:00
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#ifdef __OBJECT_MOTION__
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2013-11-15 23:17:10 +00:00
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ccl_device void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, float time)
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2012-10-17 22:48:29 +00:00
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{
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2017-02-16 11:24:13 +00:00
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if(sd->object_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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2012-10-17 22:48:29 +00:00
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}
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else {
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2017-02-16 11:24:13 +00:00
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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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2012-10-17 22:48:29 +00:00
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}
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}
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#endif
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2016-01-14 09:53:05 +00:00
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ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
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ShaderData *sd,
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const Intersection *isect,
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const Ray *ray)
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2011-04-27 11:58:34 +00:00
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{
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#ifdef __INSTANCING__
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2017-02-16 11:24:13 +00:00
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sd->object = (isect->object == PRIM_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
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2011-04-27 11:58:34 +00:00
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#endif
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2012-10-15 21:12:58 +00:00
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2017-02-16 11:24:13 +00:00
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sd->type = isect->type;
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sd->flag = 0;
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sd->object_flag = kernel_tex_fetch(__object_flag,
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sd->object);
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2012-12-31 13:07:06 +00:00
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2012-04-30 12:49:26 +00:00
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/* matrices and time */
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2012-10-09 18:37:14 +00:00
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#ifdef __OBJECT_MOTION__
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2012-10-17 22:48:29 +00:00
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shader_setup_object_transforms(kg, sd, ray->time);
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2012-04-30 12:49:26 +00:00
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#endif
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2017-09-13 00:10:24 +00:00
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sd->time = ray->time;
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2012-04-30 12:49:26 +00:00
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2017-02-16 11:24:13 +00:00
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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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2012-04-30 12:49:26 +00:00
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2014-03-29 12:03:46 +00:00
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#ifdef __UV__
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2017-02-16 11:24:13 +00:00
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sd->u = isect->u;
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sd->v = isect->v;
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2014-03-29 12:03:46 +00:00
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#endif
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2012-12-28 14:21:30 +00:00
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#ifdef __HAIR__
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2017-02-16 11:24:13 +00:00
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if(sd->type & PRIMITIVE_ALL_CURVE) {
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2014-03-29 12:03:46 +00:00
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/* curve */
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2017-02-16 11:24:13 +00:00
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float4 curvedata = kernel_tex_fetch(__curves, sd->prim);
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2012-12-28 14:21:30 +00:00
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2017-02-16 11:24:13 +00:00
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sd->shader = __float_as_int(curvedata.z);
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2017-08-07 17:47:31 +00:00
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sd->P = curve_refine(kg, sd, isect, ray);
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2012-12-28 14:21:30 +00:00
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}
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2014-03-29 12:03:46 +00:00
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else
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2012-12-28 14:21:30 +00:00
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#endif
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2017-02-16 11:24:13 +00:00
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if(sd->type & PRIMITIVE_TRIANGLE) {
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2014-03-29 12:03:47 +00:00
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/* static triangle */
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2014-07-23 06:54:49 +00:00
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float3 Ng = triangle_normal(kg, sd);
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2017-02-16 11:24:13 +00:00
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sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
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2012-12-28 14:21:30 +00:00
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/* vectors */
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2017-02-16 11:24:13 +00:00
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sd->P = triangle_refine(kg, sd, isect, ray);
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sd->Ng = Ng;
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sd->N = Ng;
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2017-11-01 10:06:55 +00:00
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2012-12-28 14:21:30 +00:00
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/* smooth normal */
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2017-02-16 11:24:13 +00:00
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if(sd->shader & SHADER_SMOOTH_NORMAL)
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2017-05-07 12:40:58 +00:00
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sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
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2011-09-27 20:37:24 +00:00
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2011-04-27 11:58:34 +00:00
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#ifdef __DPDU__
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2012-12-28 14:21:30 +00:00
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/* dPdu/dPdv */
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2017-02-16 11:24:13 +00:00
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triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
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2011-04-27 11:58:34 +00:00
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#endif
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2012-12-28 14:21:30 +00:00
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}
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2014-03-29 12:03:47 +00:00
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else {
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/* motion triangle */
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motion_triangle_shader_setup(kg, sd, isect, ray, false);
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}
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2012-12-28 14:21:30 +00:00
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2017-02-16 11:24:13 +00:00
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sd->I = -ray->D;
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2012-12-28 14:21:30 +00:00
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2017-02-16 11:24:13 +00:00
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
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2012-12-28 14:21:30 +00:00
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2011-04-27 11:58:34 +00:00
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#ifdef __INSTANCING__
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2014-03-29 12:03:47 +00:00
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if(isect->object != OBJECT_NONE) {
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2011-04-27 11:58:34 +00:00
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/* instance transform */
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2017-02-16 11:24:13 +00:00
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object_normal_transform_auto(kg, sd, &sd->N);
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object_normal_transform_auto(kg, sd, &sd->Ng);
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2016-02-12 17:33:43 +00:00
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# ifdef __DPDU__
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2017-02-16 11:24:13 +00:00
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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object_dir_transform_auto(kg, sd, &sd->dPdv);
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2016-02-12 17:33:43 +00:00
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# endif
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2011-04-27 11:58:34 +00:00
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}
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#endif
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/* backfacing test */
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2017-02-16 11:24:13 +00:00
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bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
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2011-04-27 11:58:34 +00:00
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if(backfacing) {
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2017-02-16 11:24:13 +00:00
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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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2011-04-27 11:58:34 +00:00
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#ifdef __DPDU__
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2017-02-16 11:24:13 +00:00
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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2011-04-27 11:58:34 +00:00
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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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2017-02-16 11:24:13 +00:00
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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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2011-04-27 11:58:34 +00:00
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#endif
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}
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2013-04-01 20:26:52 +00:00
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/* ShaderData setup from BSSRDF scatter */
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#ifdef __SUBSURFACE__
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2016-08-05 12:45:54 +00:00
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# ifndef __KERNEL_CUDA__
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2016-08-02 13:04:34 +00:00
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ccl_device
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# else
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ccl_device_inline
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# endif
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void shader_setup_from_subsurface(
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2016-08-01 13:40:46 +00:00
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KernelGlobals *kg,
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ShaderData *sd,
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const Intersection *isect,
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const Ray *ray)
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2013-04-01 20:26:52 +00:00
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{
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2016-12-23 10:31:19 +00:00
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const bool backfacing = sd->flag & SD_BACKFACING;
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2013-04-01 20:26:52 +00:00
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/* object, matrices, time, ray_length stay the same */
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2016-12-23 10:31:19 +00:00
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sd->flag = 0;
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sd->object_flag = kernel_tex_fetch(__object_flag, sd->object);
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2013-04-01 20:26:52 +00:00
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sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
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2014-03-29 12:03:46 +00:00
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sd->type = isect->type;
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2013-04-01 20:26:52 +00:00
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2016-02-12 17:33:43 +00:00
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# ifdef __UV__
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2013-08-18 14:15:57 +00:00
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sd->u = isect->u;
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sd->v = isect->v;
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2016-02-12 17:33:43 +00:00
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# endif
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2013-04-01 20:26:52 +00:00
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2014-03-29 12:03:46 +00:00
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/* fetch triangle data */
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2014-03-29 12:03:47 +00:00
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if(sd->type == PRIMITIVE_TRIANGLE) {
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2014-07-23 06:54:49 +00:00
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float3 Ng = triangle_normal(kg, sd);
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2015-04-06 19:25:54 +00:00
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sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
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2014-03-29 12:03:46 +00:00
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/* static triangle */
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2017-10-30 19:25:08 +00:00
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sd->P = triangle_refine_local(kg, sd, isect, ray);
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2014-03-29 12:03:46 +00:00
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sd->Ng = Ng;
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sd->N = Ng;
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if(sd->shader & SHADER_SMOOTH_NORMAL)
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2017-05-07 12:40:58 +00:00
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sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
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2013-04-01 20:26:52 +00:00
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2016-02-12 17:33:43 +00:00
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# ifdef __DPDU__
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2014-03-29 12:03:46 +00:00
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/* dPdu/dPdv */
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triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
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2016-02-12 17:33:43 +00:00
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# endif
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2014-03-29 12:03:46 +00:00
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}
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2014-03-29 12:03:47 +00:00
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else {
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/* motion triangle */
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motion_triangle_shader_setup(kg, sd, isect, ray, true);
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}
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2013-04-01 20:26:52 +00:00
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2016-09-14 16:53:35 +00:00
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
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2013-04-01 20:26:52 +00:00
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2016-02-12 17:33:43 +00:00
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# ifdef __INSTANCING__
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2014-03-29 12:03:47 +00:00
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if(isect->object != OBJECT_NONE) {
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2013-04-01 20:26:52 +00:00
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/* instance transform */
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2017-03-08 14:42:26 +00:00
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object_normal_transform_auto(kg, sd, &sd->N);
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object_normal_transform_auto(kg, sd, &sd->Ng);
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2016-02-12 17:33:43 +00:00
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# ifdef __DPDU__
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2017-03-08 14:42:26 +00:00
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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object_dir_transform_auto(kg, sd, &sd->dPdv);
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2016-02-12 17:33:43 +00:00
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# endif
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2013-04-01 20:26:52 +00:00
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}
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2016-02-12 17:33:43 +00:00
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# endif
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2013-04-01 20:26:52 +00:00
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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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2016-02-12 17:33:43 +00:00
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# ifdef __DPDU__
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2013-04-01 20:26:52 +00:00
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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2016-02-12 17:33:43 +00:00
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# endif
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2013-04-01 20:26:52 +00:00
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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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2016-02-12 17:33:43 +00:00
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# ifdef __RAY_DIFFERENTIALS__
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2013-04-01 20:26:52 +00:00
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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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2016-02-12 17:33:43 +00:00
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# endif
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2013-04-01 20:26:52 +00:00
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}
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#endif
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2011-04-27 11:58:34 +00:00
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/* ShaderData setup from position sampled on mesh */
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2016-08-01 13:40:46 +00:00
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ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
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ShaderData *sd,
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const float3 P,
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|
|
const float3 Ng,
|
|
|
|
const float3 I,
|
|
|
|
int shader, int object, int prim,
|
|
|
|
float u, float v, float t,
|
2016-09-03 01:37:17 +00:00
|
|
|
float time,
|
2016-10-29 16:54:42 +00:00
|
|
|
bool object_space,
|
|
|
|
int lamp)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
/* vectors */
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->P = P;
|
|
|
|
sd->N = Ng;
|
|
|
|
sd->Ng = Ng;
|
|
|
|
sd->I = I;
|
|
|
|
sd->shader = shader;
|
2016-10-29 16:54:42 +00:00
|
|
|
if(prim != PRIM_NONE)
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->type = PRIMITIVE_TRIANGLE;
|
2016-10-29 16:54:42 +00:00
|
|
|
else if(lamp != LAMP_NONE)
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->type = PRIMITIVE_LAMP;
|
2016-10-29 16:54:42 +00:00
|
|
|
else
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->type = PRIMITIVE_NONE;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
/* primitive */
|
|
|
|
#ifdef __INSTANCING__
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->object = object;
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
2013-09-15 23:58:00 +00:00
|
|
|
/* currently no access to bvh prim index for strand sd->prim*/
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->prim = prim;
|
2011-04-27 11:58:34 +00:00
|
|
|
#ifdef __UV__
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->u = u;
|
|
|
|
sd->v = v;
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
2017-09-13 00:10:24 +00:00
|
|
|
sd->time = time;
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->ray_length = t;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
|
|
|
|
sd->object_flag = 0;
|
|
|
|
if(sd->object != OBJECT_NONE) {
|
|
|
|
sd->object_flag |= kernel_tex_fetch(__object_flag,
|
2017-09-13 00:10:24 +00:00
|
|
|
sd->object);
|
2012-10-15 21:12:58 +00:00
|
|
|
|
2012-10-09 18:37:14 +00:00
|
|
|
#ifdef __OBJECT_MOTION__
|
2012-10-17 22:48:29 +00:00
|
|
|
shader_setup_object_transforms(kg, sd, time);
|
2016-10-29 16:54:42 +00:00
|
|
|
}
|
|
|
|
else if(lamp != LAMP_NONE) {
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->ob_tfm = lamp_fetch_transform(kg, lamp, false);
|
|
|
|
sd->ob_itfm = lamp_fetch_transform(kg, lamp, true);
|
2012-04-30 12:49:26 +00:00
|
|
|
#endif
|
2016-11-03 02:08:14 +00:00
|
|
|
}
|
2012-04-30 12:49:26 +00:00
|
|
|
|
2016-09-03 01:37:17 +00:00
|
|
|
/* transform into world space */
|
|
|
|
if(object_space) {
|
2017-02-16 11:24:13 +00:00
|
|
|
object_position_transform_auto(kg, sd, &sd->P);
|
|
|
|
object_normal_transform_auto(kg, sd, &sd->Ng);
|
|
|
|
sd->N = sd->Ng;
|
|
|
|
object_dir_transform_auto(kg, sd, &sd->I);
|
2016-09-03 01:37:17 +00:00
|
|
|
}
|
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
if(sd->type & PRIMITIVE_TRIANGLE) {
|
2014-03-29 12:03:46 +00:00
|
|
|
/* smooth normal */
|
2017-02-16 11:24:13 +00:00
|
|
|
if(sd->shader & SHADER_SMOOTH_NORMAL) {
|
2017-05-07 12:40:58 +00:00
|
|
|
sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
#ifdef __INSTANCING__
|
2017-02-16 11:24:13 +00:00
|
|
|
if(!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
|
|
|
|
object_normal_transform_auto(kg, sd, &sd->N);
|
2016-09-03 01:37:17 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
2014-03-29 12:03:46 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2014-03-29 12:03:46 +00:00
|
|
|
/* dPdu/dPdv */
|
2011-04-27 11:58:34 +00:00
|
|
|
#ifdef __DPDU__
|
2017-02-16 11:24:13 +00:00
|
|
|
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2016-02-12 17:33:43 +00:00
|
|
|
# ifdef __INSTANCING__
|
2017-02-16 11:24:13 +00:00
|
|
|
if(!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
|
|
|
|
object_dir_transform_auto(kg, sd, &sd->dPdu);
|
|
|
|
object_dir_transform_auto(kg, sd, &sd->dPdv);
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
2016-02-12 17:33:43 +00:00
|
|
|
# endif
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
|
|
|
}
|
2014-03-29 12:03:46 +00:00
|
|
|
else {
|
|
|
|
#ifdef __DPDU__
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
2014-03-29 12:03:46 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
/* backfacing test */
|
2017-02-16 11:24:13 +00:00
|
|
|
if(sd->prim != PRIM_NONE) {
|
|
|
|
bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
if(backfacing) {
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->flag |= SD_BACKFACING;
|
|
|
|
sd->Ng = -sd->Ng;
|
|
|
|
sd->N = -sd->N;
|
2011-04-27 11:58:34 +00:00
|
|
|
#ifdef __DPDU__
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->dPdu = -sd->dPdu;
|
|
|
|
sd->dPdv = -sd->dPdv;
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
|
|
/* no ray differentials here yet */
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->dP = differential3_zero();
|
|
|
|
sd->dI = differential3_zero();
|
|
|
|
sd->du = differential_zero();
|
|
|
|
sd->dv = differential_zero();
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ShaderData setup for displacement */
|
|
|
|
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
|
2011-04-27 11:58:34 +00:00
|
|
|
int object, int prim, float u, float v)
|
|
|
|
{
|
|
|
|
float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
int shader;
|
|
|
|
|
2014-08-13 10:19:12 +00:00
|
|
|
triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
/* force smooth shading for displacement */
|
2011-11-22 13:15:19 +00:00
|
|
|
shader |= SHADER_SMOOTH_NORMAL;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2016-09-03 01:37:17 +00:00
|
|
|
shader_setup_from_sample(kg, sd,
|
|
|
|
P, Ng, I,
|
|
|
|
shader, object, prim,
|
|
|
|
u, v, 0.0f, 0.5f,
|
2016-12-23 09:49:59 +00:00
|
|
|
!(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
|
2016-10-29 16:54:42 +00:00
|
|
|
LAMP_NONE);
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ShaderData setup from ray into background */
|
|
|
|
|
2016-01-06 22:38:13 +00:00
|
|
|
ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
|
|
|
/* vectors */
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->P = ray->D;
|
|
|
|
sd->N = -ray->D;
|
|
|
|
sd->Ng = -ray->D;
|
|
|
|
sd->I = -ray->D;
|
|
|
|
sd->shader = kernel_data.background.surface_shader;
|
|
|
|
sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
|
|
|
|
sd->object_flag = 0;
|
|
|
|
sd->time = ray->time;
|
|
|
|
sd->ray_length = 0.0f;
|
2011-04-27 11:58:34 +00:00
|
|
|
|
|
|
|
#ifdef __INSTANCING__
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->object = PRIM_NONE;
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->prim = PRIM_NONE;
|
2013-12-28 15:56:19 +00:00
|
|
|
#ifdef __UV__
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->u = 0.0f;
|
|
|
|
sd->v = 0.0f;
|
2013-12-28 15:56:19 +00:00
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef __DPDU__
|
|
|
|
/* dPdu/dPdv */
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
|
2013-12-28 15:56:19 +00:00
|
|
|
#endif
|
|
|
|
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
|
|
/* differentials */
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->dP = ray->dD;
|
|
|
|
differential_incoming(&sd->dI, sd->dP);
|
|
|
|
sd->du = differential_zero();
|
|
|
|
sd->dv = differential_zero();
|
2013-12-28 15:56:19 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ShaderData setup from point inside volume */
|
|
|
|
|
Cycles: OpenCL kernel split
This commit contains all the work related on the AMD megakernel split work
which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus
some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely
someone else which we're forgetting to mention.
Currently only AMD cards are enabled for the new split kernel, but it is
possible to force split opencl kernel to be used by setting the following
environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1.
Not all the features are supported yet, and that being said no motion blur,
camera blur, SSS and volumetrics for now. Also transparent shadows are
disabled on AMD device because of some compiler bug.
This kernel is also only implements regular path tracing and supporting
branched one will take a bit. Branched path tracing is exposed to the
interface still, which is a bit misleading and will be hidden there soon.
More feature will be enabled once they're ported to the split kernel and
tested.
Neither regular CPU nor CUDA has any difference, they're generating the
same exact code, which means no regressions/improvements there.
Based on the research paper:
https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf
Here's the documentation:
https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit
Design discussion of the patch:
https://developer.blender.org/T44197
Differential Revision: https://developer.blender.org/D1200
2015-05-09 14:34:30 +00:00
|
|
|
#ifdef __VOLUME__
|
2016-01-06 22:38:13 +00:00
|
|
|
ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
|
2013-12-28 15:56:19 +00:00
|
|
|
{
|
|
|
|
/* vectors */
|
|
|
|
sd->P = ray->P;
|
2017-11-01 10:06:55 +00:00
|
|
|
sd->N = -ray->D;
|
2013-12-28 15:56:19 +00:00
|
|
|
sd->Ng = -ray->D;
|
|
|
|
sd->I = -ray->D;
|
2014-03-29 12:03:47 +00:00
|
|
|
sd->shader = SHADER_NONE;
|
2013-12-28 22:00:51 +00:00
|
|
|
sd->flag = 0;
|
2016-12-23 10:31:19 +00:00
|
|
|
sd->object_flag = 0;
|
2013-12-28 15:56:19 +00:00
|
|
|
sd->time = ray->time;
|
|
|
|
sd->ray_length = 0.0f; /* todo: can we set this to some useful value? */
|
|
|
|
|
2017-11-01 10:10:10 +00:00
|
|
|
# ifdef __INSTANCING__
|
2014-03-29 12:03:47 +00:00
|
|
|
sd->object = PRIM_NONE; /* todo: fill this for texture coordinates */
|
2017-11-01 10:10:10 +00:00
|
|
|
# endif
|
2014-03-29 12:03:47 +00:00
|
|
|
sd->prim = PRIM_NONE;
|
2014-03-29 12:03:46 +00:00
|
|
|
sd->type = PRIMITIVE_NONE;
|
2013-12-28 15:56:19 +00:00
|
|
|
|
2017-11-01 10:10:10 +00:00
|
|
|
# ifdef __UV__
|
2011-04-27 11:58:34 +00:00
|
|
|
sd->u = 0.0f;
|
|
|
|
sd->v = 0.0f;
|
2017-11-01 10:10:10 +00:00
|
|
|
# endif
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2017-11-01 10:10:10 +00:00
|
|
|
# ifdef __DPDU__
|
2011-04-27 11:58:34 +00:00
|
|
|
/* dPdu/dPdv */
|
|
|
|
sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
|
2017-11-01 10:10:10 +00:00
|
|
|
# endif
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2017-11-01 10:10:10 +00:00
|
|
|
# ifdef __RAY_DIFFERENTIALS__
|
2011-04-27 11:58:34 +00:00
|
|
|
/* differentials */
|
|
|
|
sd->dP = ray->dD;
|
|
|
|
differential_incoming(&sd->dI, sd->dP);
|
2013-05-03 21:34:51 +00:00
|
|
|
sd->du = differential_zero();
|
|
|
|
sd->dv = differential_zero();
|
2017-11-01 10:10:10 +00:00
|
|
|
# endif
|
2013-06-08 10:51:33 +00:00
|
|
|
|
|
|
|
/* for NDC coordinates */
|
|
|
|
sd->ray_P = ray->P;
|
|
|
|
sd->ray_dP = ray->dP;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
2017-11-01 10:10:10 +00:00
|
|
|
#endif /* __VOLUME__ */
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2013-12-28 19:02:40 +00:00
|
|
|
/* Merging */
|
|
|
|
|
|
|
|
#if defined(__BRANCHED_PATH__) || defined(__VOLUME__)
|
2016-08-01 13:40:46 +00:00
|
|
|
ccl_device_inline void shader_merge_closures(ShaderData *sd)
|
2013-12-28 19:02:40 +00:00
|
|
|
{
|
|
|
|
/* 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];
|
|
|
|
|
2016-07-25 01:03:23 +00:00
|
|
|
if(sci->type != scj->type)
|
2014-04-03 13:51:43 +00:00
|
|
|
continue;
|
2016-07-25 01:03:23 +00:00
|
|
|
if(!bsdf_merge(sci, scj))
|
Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".
Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.
In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.
The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.
Reviewers: dingto, #cycles, brecht
Reviewed By: dingto, #cycles, brecht
Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel
Differential Revision: https://developer.blender.org/D2002
2016-06-23 20:56:43 +00:00
|
|
|
continue;
|
|
|
|
|
2014-04-03 13:51:43 +00:00
|
|
|
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--;
|
2015-06-13 16:17:16 +00:00
|
|
|
kernel_assert(sd->num_closure >= 0);
|
2014-04-03 13:51:43 +00:00
|
|
|
j--;
|
2013-12-28 19:02:40 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2017-11-01 10:10:10 +00:00
|
|
|
#endif /* __BRANCHED_PATH__ || __VOLUME__ */
|
2013-12-28 19:02:40 +00:00
|
|
|
|
2017-09-13 16:28:31 +00:00
|
|
|
/* Defensive sampling. */
|
|
|
|
|
|
|
|
ccl_device_inline void shader_prepare_closures(ShaderData *sd,
|
|
|
|
ccl_addr_space PathState *state)
|
|
|
|
{
|
|
|
|
/* We can likely also do defensive sampling at deeper bounces, particularly
|
|
|
|
* for cases like a perfect mirror but possibly also others. This will need
|
|
|
|
* a good heuristic. */
|
|
|
|
if(state->bounce + state->transparent_bounce == 0 && sd->num_closure > 1) {
|
|
|
|
float sum = 0.0f;
|
|
|
|
|
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
|
|
|
|
sum += sc->sample_weight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
|
|
|
if(CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
|
|
|
|
sc->sample_weight = max(sc->sample_weight, 0.125f * sum);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
/* BSDF */
|
|
|
|
|
Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".
Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.
In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.
The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.
Reviewers: dingto, #cycles, brecht
Reviewed By: dingto, #cycles, brecht
Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel
Differential Revision: https://developer.blender.org/D2002
2016-06-23 20:56:43 +00:00
|
|
|
ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, ShaderData *sd, const float3 omega_in, float *pdf,
|
2017-09-14 23:55:44 +00:00
|
|
|
const ShaderClosure *skip_sc, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight)
|
2012-09-03 13:56:40 +00:00
|
|
|
{
|
2013-08-18 14:15:57 +00:00
|
|
|
/* this is the veach one-sample model with balance heuristic, some pdf
|
|
|
|
* factors drop out when using balance heuristic weighting */
|
2017-02-16 11:24:13 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
const ShaderClosure *sc = &sd->closure[i];
|
2012-09-03 13:56:40 +00:00
|
|
|
|
2017-09-14 23:55:44 +00:00
|
|
|
if(sc != skip_sc && CLOSURE_IS_BSDF(sc->type)) {
|
2012-09-03 13:56:40 +00:00
|
|
|
float bsdf_pdf = 0.0f;
|
2012-12-15 10:18:42 +00:00
|
|
|
float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf);
|
2012-09-03 13:56:40 +00:00
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
if(bsdf_pdf != 0.0f) {
|
2017-02-09 13:19:01 +00:00
|
|
|
bsdf_eval_accum(result_eval, sc->type, eval*sc->weight, 1.0f);
|
2011-09-12 13:13:56 +00:00
|
|
|
sum_pdf += bsdf_pdf*sc->sample_weight;
|
|
|
|
}
|
|
|
|
|
|
|
|
sum_sample_weight += sc->sample_weight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2012-01-31 15:59:30 +00:00
|
|
|
*pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2015-11-20 16:44:19 +00:00
|
|
|
#ifdef __BRANCHED_PATH__
|
|
|
|
ccl_device_inline void _shader_bsdf_multi_eval_branched(KernelGlobals *kg,
|
Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".
Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.
In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.
The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.
Reviewers: dingto, #cycles, brecht
Reviewed By: dingto, #cycles, brecht
Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel
Differential Revision: https://developer.blender.org/D2002
2016-06-23 20:56:43 +00:00
|
|
|
ShaderData *sd,
|
2015-11-20 16:44:19 +00:00
|
|
|
const float3 omega_in,
|
|
|
|
BsdfEval *result_eval,
|
|
|
|
float light_pdf,
|
|
|
|
bool use_mis)
|
|
|
|
{
|
2017-02-16 11:24:13 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
const ShaderClosure *sc = &sd->closure[i];
|
2015-11-20 16:44:19 +00:00
|
|
|
if(CLOSURE_IS_BSDF(sc->type)) {
|
|
|
|
float bsdf_pdf = 0.0f;
|
|
|
|
float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf);
|
|
|
|
if(bsdf_pdf != 0.0f) {
|
|
|
|
float mis_weight = use_mis? power_heuristic(light_pdf, bsdf_pdf): 1.0f;
|
|
|
|
bsdf_eval_accum(result_eval,
|
|
|
|
sc->type,
|
2017-02-09 13:19:01 +00:00
|
|
|
eval * sc->weight,
|
|
|
|
mis_weight);
|
2015-11-20 16:44:19 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2017-11-01 10:10:10 +00:00
|
|
|
#endif /* __BRANCHED_PATH__ */
|
2015-11-20 16:44:19 +00:00
|
|
|
|
2016-08-02 13:04:34 +00:00
|
|
|
|
2016-08-05 12:45:54 +00:00
|
|
|
#ifndef __KERNEL_CUDA__
|
2016-08-02 13:04:34 +00:00
|
|
|
ccl_device
|
|
|
|
#else
|
|
|
|
ccl_device_inline
|
|
|
|
#endif
|
|
|
|
void shader_bsdf_eval(KernelGlobals *kg,
|
|
|
|
ShaderData *sd,
|
|
|
|
const float3 omega_in,
|
|
|
|
BsdfEval *eval,
|
|
|
|
float light_pdf,
|
|
|
|
bool use_mis)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
|
|
|
bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
|
|
|
|
|
2015-11-20 16:44:19 +00:00
|
|
|
#ifdef __BRANCHED_PATH__
|
|
|
|
if(kernel_data.integrator.branched)
|
|
|
|
_shader_bsdf_multi_eval_branched(kg, sd, omega_in, eval, light_pdf, use_mis);
|
|
|
|
else
|
|
|
|
#endif
|
|
|
|
{
|
|
|
|
float pdf;
|
2017-09-14 23:55:44 +00:00
|
|
|
_shader_bsdf_multi_eval(kg, sd, omega_in, &pdf, NULL, eval, 0.0f, 0.0f);
|
2015-11-20 16:44:19 +00:00
|
|
|
if(use_mis) {
|
|
|
|
float weight = power_heuristic(light_pdf, pdf);
|
2017-02-09 13:19:01 +00:00
|
|
|
bsdf_eval_mis(eval, weight);
|
2015-11-20 16:44:19 +00:00
|
|
|
}
|
|
|
|
}
|
2011-09-12 13:13:56 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2017-09-14 20:56:32 +00:00
|
|
|
ccl_device_inline const ShaderClosure *shader_bsdf_pick(ShaderData *sd,
|
|
|
|
float *randu)
|
2011-09-12 13:13:56 +00:00
|
|
|
{
|
|
|
|
int sampled = 0;
|
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
if(sd->num_closure > 1) {
|
2017-09-14 23:55:44 +00:00
|
|
|
/* Pick a BSDF or based on sample weights. */
|
2011-09-12 13:13:56 +00:00
|
|
|
float sum = 0.0f;
|
|
|
|
|
2017-09-14 23:55:44 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
const ShaderClosure *sc = &sd->closure[i];
|
|
|
|
|
|
|
|
if(CLOSURE_IS_BSDF(sc->type)) {
|
2011-09-12 13:13:56 +00:00
|
|
|
sum += sc->sample_weight;
|
2017-09-14 23:55:44 +00:00
|
|
|
}
|
2011-09-12 13:13:56 +00:00
|
|
|
}
|
|
|
|
|
2017-09-14 20:56:32 +00:00
|
|
|
float r = (*randu)*sum;
|
2017-09-14 23:55:44 +00:00
|
|
|
float partial_sum = 0.0f;
|
|
|
|
|
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
const ShaderClosure *sc = &sd->closure[i];
|
2011-09-12 13:13:56 +00:00
|
|
|
|
|
|
|
if(CLOSURE_IS_BSDF(sc->type)) {
|
2017-09-14 20:56:32 +00:00
|
|
|
float next_sum = partial_sum + sc->sample_weight;
|
2011-09-12 13:13:56 +00:00
|
|
|
|
2017-09-14 20:56:32 +00:00
|
|
|
if(r < next_sum) {
|
2017-09-14 23:55:44 +00:00
|
|
|
sampled = i;
|
2017-09-14 20:56:32 +00:00
|
|
|
|
|
|
|
/* Rescale to reuse for direction sample, to better
|
|
|
|
* preserve stratifaction. */
|
|
|
|
*randu = (r - partial_sum) / sc->sample_weight;
|
2011-09-12 13:13:56 +00:00
|
|
|
break;
|
2017-09-14 23:55:44 +00:00
|
|
|
}
|
2017-09-14 20:56:32 +00:00
|
|
|
|
|
|
|
partial_sum = next_sum;
|
2011-09-12 13:13:56 +00:00
|
|
|
}
|
|
|
|
}
|
2017-09-14 23:55:44 +00:00
|
|
|
}
|
2011-09-12 13:13:56 +00:00
|
|
|
|
2017-09-14 23:55:44 +00:00
|
|
|
return &sd->closure[sampled];
|
|
|
|
}
|
|
|
|
|
|
|
|
ccl_device_inline const ShaderClosure *shader_bssrdf_pick(ShaderData *sd,
|
2017-09-14 20:56:32 +00:00
|
|
|
ccl_addr_space float3 *throughput,
|
|
|
|
float *randu)
|
2017-09-14 23:55:44 +00:00
|
|
|
{
|
|
|
|
int sampled = 0;
|
|
|
|
|
|
|
|
if(sd->num_closure > 1) {
|
|
|
|
/* Pick a BSDF or BSSRDF or based on sample weights. */
|
|
|
|
float sum_bsdf = 0.0f;
|
|
|
|
float sum_bssrdf = 0.0f;
|
|
|
|
|
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
const ShaderClosure *sc = &sd->closure[i];
|
|
|
|
|
|
|
|
if(CLOSURE_IS_BSDF(sc->type)) {
|
|
|
|
sum_bsdf += sc->sample_weight;
|
|
|
|
}
|
|
|
|
else if(CLOSURE_IS_BSSRDF(sc->type)) {
|
|
|
|
sum_bssrdf += sc->sample_weight;
|
|
|
|
}
|
2011-09-12 13:13:56 +00:00
|
|
|
}
|
2017-09-14 23:55:44 +00:00
|
|
|
|
2017-09-14 20:56:32 +00:00
|
|
|
float r = (*randu)*(sum_bsdf + sum_bssrdf);
|
2017-09-14 23:55:44 +00:00
|
|
|
float partial_sum = 0.0f;
|
|
|
|
|
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
const ShaderClosure *sc = &sd->closure[i];
|
|
|
|
|
|
|
|
if(CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
|
2017-09-14 20:56:32 +00:00
|
|
|
float next_sum = partial_sum + sc->sample_weight;
|
2017-09-14 23:55:44 +00:00
|
|
|
|
2017-09-14 20:56:32 +00:00
|
|
|
if(r < next_sum) {
|
2017-09-14 23:55:44 +00:00
|
|
|
if(CLOSURE_IS_BSDF(sc->type)) {
|
|
|
|
*throughput *= (sum_bsdf + sum_bssrdf) / sum_bsdf;
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
*throughput *= (sum_bsdf + sum_bssrdf) / sum_bssrdf;
|
|
|
|
sampled = i;
|
2017-09-14 20:56:32 +00:00
|
|
|
|
|
|
|
/* Rescale to reuse for direction sample, to better
|
|
|
|
* preserve stratifaction. */
|
|
|
|
*randu = (r - partial_sum) / sc->sample_weight;
|
2017-09-14 23:55:44 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
2017-09-14 20:56:32 +00:00
|
|
|
|
|
|
|
partial_sum = next_sum;
|
2017-09-14 23:55:44 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return &sd->closure[sampled];
|
|
|
|
}
|
|
|
|
|
|
|
|
ccl_device_inline int shader_bsdf_sample(KernelGlobals *kg,
|
|
|
|
ShaderData *sd,
|
|
|
|
float randu, float randv,
|
|
|
|
BsdfEval *bsdf_eval,
|
|
|
|
float3 *omega_in,
|
|
|
|
differential3 *domega_in,
|
|
|
|
float *pdf)
|
|
|
|
{
|
2017-09-14 20:56:32 +00:00
|
|
|
const ShaderClosure *sc = shader_bsdf_pick(sd, &randu);
|
2017-09-23 12:02:38 +00:00
|
|
|
if(sc == NULL) {
|
2017-09-14 23:55:44 +00:00
|
|
|
*pdf = 0.0f;
|
|
|
|
return LABEL_NONE;
|
2011-09-12 13:13:56 +00:00
|
|
|
}
|
|
|
|
|
2017-09-14 23:55:44 +00:00
|
|
|
/* BSSRDF should already have been handled elsewhere. */
|
|
|
|
kernel_assert(CLOSURE_IS_BSDF(sc->type));
|
Cycles: OpenCL kernel split
This commit contains all the work related on the AMD megakernel split work
which was mainly done by Varun Sundar, George Kyriazis and Lenny Wang, plus
some help from Sergey Sharybin, Martijn Berger, Thomas Dinges and likely
someone else which we're forgetting to mention.
Currently only AMD cards are enabled for the new split kernel, but it is
possible to force split opencl kernel to be used by setting the following
environment variable: CYCLES_OPENCL_SPLIT_KERNEL_TEST=1.
Not all the features are supported yet, and that being said no motion blur,
camera blur, SSS and volumetrics for now. Also transparent shadows are
disabled on AMD device because of some compiler bug.
This kernel is also only implements regular path tracing and supporting
branched one will take a bit. Branched path tracing is exposed to the
interface still, which is a bit misleading and will be hidden there soon.
More feature will be enabled once they're ported to the split kernel and
tested.
Neither regular CPU nor CUDA has any difference, they're generating the
same exact code, which means no regressions/improvements there.
Based on the research paper:
https://research.nvidia.com/sites/default/files/publications/laine2013hpg_paper.pdf
Here's the documentation:
https://docs.google.com/document/d/1LuXW-CV-sVJkQaEGZlMJ86jZ8FmoPfecaMdR-oiWbUY/edit
Design discussion of the patch:
https://developer.blender.org/T44197
Differential Revision: https://developer.blender.org/D1200
2015-05-09 14:34:30 +00:00
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
int label;
|
Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
|
|
|
float3 eval;
|
2011-09-12 13:13:56 +00:00
|
|
|
|
|
|
|
*pdf = 0.0f;
|
2012-12-15 10:18:42 +00:00
|
|
|
label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
|
2012-09-03 13:56:40 +00:00
|
|
|
|
2012-02-07 17:32:01 +00:00
|
|
|
if(*pdf != 0.0f) {
|
|
|
|
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
|
2011-04-27 11:58:34 +00:00
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
if(sd->num_closure > 1) {
|
2012-02-07 17:32:01 +00:00
|
|
|
float sweight = sc->sample_weight;
|
2017-09-14 23:55:44 +00:00
|
|
|
_shader_bsdf_multi_eval(kg, sd, *omega_in, pdf, sc, bsdf_eval, *pdf*sweight, sweight);
|
2012-02-07 17:32:01 +00:00
|
|
|
}
|
2011-09-12 13:13:56 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return label;
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".
Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.
In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.
The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.
Reviewers: dingto, #cycles, brecht
Reviewed By: dingto, #cycles, brecht
Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel
Differential Revision: https://developer.blender.org/D2002
2016-06-23 20:56:43 +00:00
|
|
|
ccl_device int shader_bsdf_sample_closure(KernelGlobals *kg, ShaderData *sd,
|
2012-06-13 11:44:48 +00:00
|
|
|
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;
|
2012-12-15 10:18:42 +00:00
|
|
|
label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
|
2012-09-03 13:56:40 +00:00
|
|
|
|
2012-06-13 11:44:48 +00:00
|
|
|
if(*pdf != 0.0f)
|
|
|
|
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
|
|
|
|
|
|
|
|
return label;
|
|
|
|
}
|
|
|
|
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2017-02-16 11:24:13 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
2011-09-12 13:13:56 +00:00
|
|
|
|
2012-12-15 10:18:42 +00:00
|
|
|
if(CLOSURE_IS_BSDF(sc->type))
|
|
|
|
bsdf_blur(kg, sc, roughness);
|
2011-09-12 13:13:56 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2017-08-11 07:33:18 +00:00
|
|
|
ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, const ShaderData *sd)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2017-11-01 20:07:15 +00:00
|
|
|
if(sd->flag & SD_HAS_ONLY_VOLUME) {
|
2014-05-26 10:50:57 +00:00
|
|
|
return make_float3(1.0f, 1.0f, 1.0f);
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
2017-11-01 20:07:15 +00:00
|
|
|
else if(sd->flag & SD_TRANSPARENT) {
|
|
|
|
return sd->closure_transparent_extinction;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2017-02-25 02:09:02 +00:00
|
|
|
ccl_device void shader_bsdf_disable_transparency(KernelGlobals *kg, ShaderData *sd)
|
|
|
|
{
|
2017-11-01 20:07:15 +00:00
|
|
|
if(sd->flag & SD_TRANSPARENT) {
|
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
2017-02-25 02:09:02 +00:00
|
|
|
|
2017-11-01 20:07:15 +00:00
|
|
|
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
|
|
|
|
sc->sample_weight = 0.0f;
|
|
|
|
sc->weight = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
}
|
2017-02-25 02:09:02 +00:00
|
|
|
}
|
2017-11-01 20:07:15 +00:00
|
|
|
|
|
|
|
sd->flag &= ~SD_TRANSPARENT;
|
2017-02-25 02:09:02 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device float3 shader_bsdf_alpha(KernelGlobals *kg, ShaderData *sd)
|
2013-09-17 13:22:42 +00:00
|
|
|
{
|
|
|
|
float3 alpha = make_float3(1.0f, 1.0f, 1.0f) - shader_bsdf_transparency(kg, sd);
|
|
|
|
|
|
|
|
alpha = max(alpha, make_float3(0.0f, 0.0f, 0.0f));
|
|
|
|
alpha = min(alpha, make_float3(1.0f, 1.0f, 1.0f));
|
2017-11-01 10:06:55 +00:00
|
|
|
|
2013-09-17 13:22:42 +00:00
|
|
|
return alpha;
|
|
|
|
}
|
|
|
|
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
|
Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
|
|
|
{
|
|
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
|
|
|
|
|
|
|
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
|
|
|
|
eval += sc->weight;
|
|
|
|
}
|
|
|
|
|
|
|
|
return eval;
|
|
|
|
}
|
|
|
|
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
|
Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
|
|
|
{
|
|
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
|
|
|
|
|
|
|
if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
|
|
|
|
eval += sc->weight;
|
|
|
|
}
|
|
|
|
|
|
|
|
return eval;
|
|
|
|
}
|
|
|
|
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
|
Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
|
|
|
{
|
|
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
Cycles: Render Passes
Currently supported passes:
* Combined, Z, Normal, Object Index, Material Index, Emission, Environment,
Diffuse/Glossy/Transmission x Direct/Indirect/Color
Not supported yet:
* UV, Vector, Mist
Only enabled for CPU devices at the moment, will do GPU tweaks tommorrow,
also for environment importance sampling.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Passes
2012-01-25 17:23:52 +00:00
|
|
|
|
|
|
|
if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
|
|
|
|
eval += sc->weight;
|
|
|
|
}
|
|
|
|
|
|
|
|
return eval;
|
|
|
|
}
|
2011-09-12 13:13:56 +00:00
|
|
|
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd)
|
2013-08-03 13:12:09 +00:00
|
|
|
{
|
|
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
2013-08-03 13:12:09 +00:00
|
|
|
|
2014-12-10 12:28:44 +00:00
|
|
|
if(CLOSURE_IS_BSSRDF(sc->type) || CLOSURE_IS_BSDF_BSSRDF(sc->type))
|
2013-08-03 13:12:09 +00:00
|
|
|
eval += sc->weight;
|
|
|
|
}
|
|
|
|
|
|
|
|
return eval;
|
|
|
|
}
|
|
|
|
|
2017-08-20 01:25:13 +00:00
|
|
|
ccl_device float3 shader_bsdf_average_normal(KernelGlobals *kg, ShaderData *sd)
|
|
|
|
{
|
|
|
|
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_OR_BSSRDF(sc->type))
|
|
|
|
N += sc->N*average(sc->weight);
|
|
|
|
}
|
|
|
|
|
|
|
|
return (is_zero(N))? sd->N : normalize(N);
|
|
|
|
}
|
|
|
|
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N_)
|
2012-11-06 19:59:02 +00:00
|
|
|
{
|
|
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
2013-08-18 14:15:57 +00:00
|
|
|
float3 N = make_float3(0.0f, 0.0f, 0.0f);
|
2012-11-15 15:37:58 +00:00
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
2012-11-06 19:59:02 +00:00
|
|
|
|
2012-11-15 15:37:58 +00:00
|
|
|
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
|
2016-07-25 01:03:23 +00:00
|
|
|
const DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc;
|
2012-11-15 15:37:58 +00:00
|
|
|
eval += sc->weight*ao_factor;
|
2016-07-25 01:03:23 +00:00
|
|
|
N += bsdf->N*average(sc->weight);
|
2012-11-15 15:37:58 +00:00
|
|
|
}
|
2013-08-14 19:38:14 +00:00
|
|
|
else if(CLOSURE_IS_AMBIENT_OCCLUSION(sc->type)) {
|
2012-11-06 19:59:02 +00:00
|
|
|
eval += sc->weight;
|
2017-02-16 11:24:13 +00:00
|
|
|
N += sd->N*average(sc->weight);
|
2012-11-15 15:37:58 +00:00
|
|
|
}
|
2012-11-06 19:59:02 +00:00
|
|
|
}
|
|
|
|
|
2017-08-20 01:25:13 +00:00
|
|
|
*N_ = (is_zero(N))? sd->N : normalize(N);
|
2012-11-06 19:59:02 +00:00
|
|
|
return eval;
|
|
|
|
}
|
|
|
|
|
2016-07-25 01:03:23 +00:00
|
|
|
#ifdef __SUBSURFACE__
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_blur_)
|
2013-08-18 14:15:57 +00:00
|
|
|
{
|
|
|
|
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;
|
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
2013-08-18 14:15:57 +00:00
|
|
|
|
|
|
|
if(CLOSURE_IS_BSSRDF(sc->type)) {
|
2016-07-25 01:03:23 +00:00
|
|
|
const Bssrdf *bssrdf = (const Bssrdf*)sc;
|
2013-08-18 14:15:57 +00:00
|
|
|
float avg_weight = fabsf(average(sc->weight));
|
|
|
|
|
2016-07-25 01:03:23 +00:00
|
|
|
N += bssrdf->N*avg_weight;
|
2013-08-18 14:15:57 +00:00
|
|
|
eval += sc->weight;
|
2016-07-25 01:03:23 +00:00
|
|
|
texture_blur += bssrdf->texture_blur*avg_weight;
|
2013-08-18 14:15:57 +00:00
|
|
|
weight_sum += avg_weight;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(N_)
|
2017-02-16 11:24:13 +00:00
|
|
|
*N_ = (is_zero(N))? sd->N: normalize(N);
|
2013-08-18 14:15:57 +00:00
|
|
|
|
|
|
|
if(texture_blur_)
|
2017-03-08 14:42:26 +00:00
|
|
|
*texture_blur_ = safe_divide(texture_blur, weight_sum);
|
2017-11-01 10:06:55 +00:00
|
|
|
|
2013-08-18 14:15:57 +00:00
|
|
|
return eval;
|
|
|
|
}
|
2017-11-01 10:10:10 +00:00
|
|
|
#endif /* __SUBSURFACE__ */
|
2013-08-18 14:15:57 +00:00
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
/* Emission */
|
|
|
|
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2017-11-01 18:00:42 +00:00
|
|
|
if(sd->flag & SD_EMISSION) {
|
|
|
|
return emissive_simple_eval(sd->Ng, sd->I) * sd->closure_emission_background;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2011-08-28 13:55:59 +00:00
|
|
|
/* Holdout */
|
|
|
|
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
|
2011-08-28 13:55:59 +00:00
|
|
|
{
|
2011-09-12 13:13:56 +00:00
|
|
|
float3 weight = make_float3(0.0f, 0.0f, 0.0f);
|
|
|
|
|
2017-02-16 11:24:13 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
|
|
|
ShaderClosure *sc = &sd->closure[i];
|
2011-09-12 13:13:56 +00:00
|
|
|
|
|
|
|
if(CLOSURE_IS_HOLDOUT(sc->type))
|
|
|
|
weight += sc->weight;
|
2011-08-28 13:55:59 +00:00
|
|
|
}
|
2011-09-12 13:13:56 +00:00
|
|
|
|
|
|
|
return weight;
|
2011-08-28 13:55:59 +00:00
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
/* Surface Evaluation */
|
|
|
|
|
2017-08-19 02:11:25 +00:00
|
|
|
ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
|
2017-11-01 20:02:28 +00:00
|
|
|
ccl_addr_space PathState *state, int path_flag, int max_closure)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->num_closure = 0;
|
2017-11-01 20:02:28 +00:00
|
|
|
sd->num_closure_left = max_closure;
|
2013-12-28 19:02:40 +00:00
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
#ifdef __OSL__
|
2013-12-28 19:02:40 +00:00
|
|
|
if(kg->osl)
|
2017-08-22 13:00:52 +00:00
|
|
|
OSLShader::eval_surface(kg, sd, state, path_flag);
|
2012-09-03 13:56:40 +00:00
|
|
|
else
|
|
|
|
#endif
|
|
|
|
{
|
2011-04-27 11:58:34 +00:00
|
|
|
#ifdef __SVM__
|
2016-01-06 22:38:13 +00:00
|
|
|
svm_eval_nodes(kg, sd, state, SHADER_TYPE_SURFACE, path_flag);
|
2011-04-27 11:58:34 +00:00
|
|
|
#else
|
2016-09-28 15:03:42 +00:00
|
|
|
DiffuseBsdf *bsdf = (DiffuseBsdf*)bsdf_alloc(sd,
|
|
|
|
sizeof(DiffuseBsdf),
|
|
|
|
make_float3(0.8f, 0.8f, 0.8f));
|
2017-02-16 11:24:13 +00:00
|
|
|
bsdf->N = sd->N;
|
|
|
|
sd->flag |= bsdf_diffuse_setup(bsdf);
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
2012-09-03 13:56:40 +00:00
|
|
|
}
|
Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".
Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.
In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.
The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.
Reviewers: dingto, #cycles, brecht
Reviewed By: dingto, #cycles, brecht
Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel
Differential Revision: https://developer.blender.org/D2002
2016-06-23 20:56:43 +00:00
|
|
|
|
2017-08-19 02:11:25 +00:00
|
|
|
if(sd->flag & SD_BSDF_NEEDS_LCG) {
|
2017-08-20 21:16:25 +00:00
|
|
|
sd->lcg_state = lcg_state_init_addrspace(state, 0xb4bc3953);
|
Cycles: Add multi-scattering, energy-conserving GGX as an option to the Glossy, Anisotropic and Glass BSDFs
This commit adds a new distribution to the Glossy, Anisotropic and Glass BSDFs that implements the
multiple-scattering microfacet model described in the paper "Multiple-Scattering Microfacet BSDFs with the Smith Model".
Essentially, the improvement is that unlike classical GGX, which only models single scattering and assumes
the contribution of multiple bounces to be zero, this new model performs a random walk on the microsurface until
the ray leaves it again, which ensures perfect energy conservation.
In practise, this means that the "darkening problem" - GGX materials becoming darker with increasing
roughness - is solved in a physically correct and efficient way.
The downside of this model is that it has no (known) analytic expression for evalation. However, it can be
evaluated stochastically, and although the correct PDF isn't known either, the properties of MIS and the
balance heuristic guarantee an unbiased result at the cost of slightly higher noise.
Reviewers: dingto, #cycles, brecht
Reviewed By: dingto, #cycles, brecht
Subscribers: bliblubli, ace_dragon, gregzaal, brecht, harvester, dingto, marcog, swerner, jtheninja, Blendify, nutel
Differential Revision: https://developer.blender.org/D2002
2016-06-23 20:56:43 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Background Evaluation */
|
|
|
|
|
2016-01-06 22:38:13 +00:00
|
|
|
ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd,
|
2017-08-22 13:00:52 +00:00
|
|
|
ccl_addr_space PathState *state, int path_flag)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->num_closure = 0;
|
2017-11-01 20:02:28 +00:00
|
|
|
sd->num_closure_left = 0;
|
2013-12-28 19:02:40 +00:00
|
|
|
|
2016-07-25 01:03:23 +00:00
|
|
|
#ifdef __SVM__
|
2017-11-01 10:10:10 +00:00
|
|
|
# ifdef __OSL__
|
2013-12-28 19:02:40 +00:00
|
|
|
if(kg->osl) {
|
2017-08-22 13:00:52 +00:00
|
|
|
OSLShader::eval_background(kg, sd, state, path_flag);
|
2013-12-28 19:02:40 +00:00
|
|
|
}
|
2012-09-03 13:56:40 +00:00
|
|
|
else
|
2017-11-01 10:10:10 +00:00
|
|
|
# endif /* __OSL__ */
|
2012-09-03 13:56:40 +00:00
|
|
|
{
|
2016-01-06 22:38:13 +00:00
|
|
|
svm_eval_nodes(kg, sd, state, SHADER_TYPE_SURFACE, path_flag);
|
2016-07-25 01:03:23 +00:00
|
|
|
}
|
2011-09-12 13:13:56 +00:00
|
|
|
|
2017-11-01 18:00:42 +00:00
|
|
|
if(sd->flag & SD_EMISSION) {
|
|
|
|
return sd->closure_emission_background;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
return make_float3(0.0f, 0.0f, 0.0f);
|
2016-07-25 01:03:23 +00:00
|
|
|
}
|
2017-11-01 10:10:10 +00:00
|
|
|
#else /* __SVM__ */
|
2016-07-25 01:03:23 +00:00
|
|
|
return make_float3(0.8f, 0.8f, 0.8f);
|
2017-11-01 10:10:10 +00:00
|
|
|
#endif /* __SVM__ */
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* Volume */
|
|
|
|
|
2013-12-28 19:02:40 +00:00
|
|
|
#ifdef __VOLUME__
|
2011-09-12 13:13:56 +00:00
|
|
|
|
2013-12-29 14:40:43 +00:00
|
|
|
ccl_device_inline void _shader_volume_phase_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf,
|
|
|
|
int skip_phase, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight)
|
|
|
|
{
|
2015-06-28 22:56:04 +00:00
|
|
|
for(int i = 0; i < sd->num_closure; i++) {
|
2013-12-29 14:40:43 +00:00
|
|
|
if(i == skip_phase)
|
|
|
|
continue;
|
|
|
|
|
2011-09-12 13:13:56 +00:00
|
|
|
const ShaderClosure *sc = &sd->closure[i];
|
|
|
|
|
2013-12-29 14:40:43 +00:00
|
|
|
if(CLOSURE_IS_PHASE(sc->type)) {
|
|
|
|
float phase_pdf = 0.0f;
|
|
|
|
float3 eval = volume_phase_eval(sd, sc, omega_in, &phase_pdf);
|
|
|
|
|
|
|
|
if(phase_pdf != 0.0f) {
|
2017-02-09 13:19:01 +00:00
|
|
|
bsdf_eval_accum(result_eval, sc->type, eval, 1.0f);
|
2014-04-04 14:45:49 +00:00
|
|
|
sum_pdf += phase_pdf*sc->sample_weight;
|
2013-12-29 14:40:43 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
sum_sample_weight += sc->sample_weight;
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
2011-09-12 13:13:56 +00:00
|
|
|
|
2013-12-29 14:40:43 +00:00
|
|
|
*pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
ccl_device void shader_volume_phase_eval(KernelGlobals *kg, const ShaderData *sd,
|
|
|
|
const float3 omega_in, BsdfEval *eval, float *pdf)
|
|
|
|
{
|
|
|
|
bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
|
|
|
|
|
|
|
|
_shader_volume_phase_multi_eval(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2013-12-29 14:40:43 +00:00
|
|
|
ccl_device int shader_volume_phase_sample(KernelGlobals *kg, const ShaderData *sd,
|
|
|
|
float randu, float randv, BsdfEval *phase_eval,
|
|
|
|
float3 *omega_in, differential3 *domega_in, float *pdf)
|
|
|
|
{
|
|
|
|
int sampled = 0;
|
|
|
|
|
|
|
|
if(sd->num_closure > 1) {
|
|
|
|
/* pick a phase closure based on sample weights */
|
|
|
|
float sum = 0.0f;
|
|
|
|
|
|
|
|
for(sampled = 0; sampled < sd->num_closure; sampled++) {
|
|
|
|
const ShaderClosure *sc = &sd->closure[sampled];
|
2017-11-01 10:06:55 +00:00
|
|
|
|
2013-12-29 14:40:43 +00:00
|
|
|
if(CLOSURE_IS_PHASE(sc->type))
|
|
|
|
sum += sc->sample_weight;
|
|
|
|
}
|
|
|
|
|
2017-09-14 20:56:32 +00:00
|
|
|
float r = randu*sum;
|
|
|
|
float partial_sum = 0.0f;
|
2013-12-29 14:40:43 +00:00
|
|
|
|
|
|
|
for(sampled = 0; sampled < sd->num_closure; sampled++) {
|
|
|
|
const ShaderClosure *sc = &sd->closure[sampled];
|
2017-11-01 10:06:55 +00:00
|
|
|
|
2013-12-29 14:40:43 +00:00
|
|
|
if(CLOSURE_IS_PHASE(sc->type)) {
|
2017-09-14 20:56:32 +00:00
|
|
|
float next_sum = partial_sum + sc->sample_weight;
|
2013-12-29 14:40:43 +00:00
|
|
|
|
2017-09-14 20:56:32 +00:00
|
|
|
if(r <= next_sum) {
|
|
|
|
/* Rescale to reuse for BSDF direction sample. */
|
|
|
|
randu = (r - partial_sum) / sc->sample_weight;
|
2013-12-29 14:40:43 +00:00
|
|
|
break;
|
2017-09-14 20:56:32 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
partial_sum = next_sum;
|
2013-12-29 14:40:43 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(sampled == sd->num_closure) {
|
|
|
|
*pdf = 0.0f;
|
|
|
|
return LABEL_NONE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* todo: this isn't quite correct, we don't weight anisotropy properly
|
|
|
|
* depending on color channels, even if this is perhaps not a common case */
|
|
|
|
const ShaderClosure *sc = &sd->closure[sampled];
|
|
|
|
int label;
|
|
|
|
float3 eval;
|
|
|
|
|
|
|
|
*pdf = 0.0f;
|
|
|
|
label = volume_phase_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
|
|
|
|
|
|
|
|
if(*pdf != 0.0f) {
|
|
|
|
bsdf_eval_init(phase_eval, sc->type, eval, kernel_data.film.use_light_pass);
|
|
|
|
}
|
|
|
|
|
|
|
|
return label;
|
|
|
|
}
|
|
|
|
|
|
|
|
ccl_device int shader_phase_sample_closure(KernelGlobals *kg, const ShaderData *sd,
|
|
|
|
const ShaderClosure *sc, float randu, float randv, BsdfEval *phase_eval,
|
|
|
|
float3 *omega_in, differential3 *domega_in, float *pdf)
|
|
|
|
{
|
|
|
|
int label;
|
|
|
|
float3 eval;
|
|
|
|
|
|
|
|
*pdf = 0.0f;
|
|
|
|
label = volume_phase_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
|
|
|
|
|
|
|
|
if(*pdf != 0.0f)
|
|
|
|
bsdf_eval_init(phase_eval, sc->type, eval, kernel_data.film.use_light_pass);
|
|
|
|
|
|
|
|
return label;
|
|
|
|
}
|
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
/* Volume Evaluation */
|
|
|
|
|
2016-08-01 13:40:46 +00:00
|
|
|
ccl_device_inline void shader_eval_volume(KernelGlobals *kg,
|
|
|
|
ShaderData *sd,
|
2017-03-08 14:42:26 +00:00
|
|
|
ccl_addr_space PathState *state,
|
|
|
|
ccl_addr_space VolumeStack *stack,
|
2017-11-01 20:02:28 +00:00
|
|
|
int path_flag,
|
|
|
|
int max_closure)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2013-12-28 19:02:40 +00:00
|
|
|
/* reset closures once at the start, we will be accumulating the closures
|
|
|
|
* for all volumes in the stack into a single array of closures */
|
|
|
|
sd->num_closure = 0;
|
2017-11-01 20:02:28 +00:00
|
|
|
sd->num_closure_left = max_closure;
|
2013-12-28 22:00:51 +00:00
|
|
|
sd->flag = 0;
|
2016-12-23 10:31:19 +00:00
|
|
|
sd->object_flag = 0;
|
2013-12-28 19:02:40 +00:00
|
|
|
|
2014-03-29 12:03:47 +00:00
|
|
|
for(int i = 0; stack[i].shader != SHADER_NONE; i++) {
|
2013-12-28 19:02:40 +00:00
|
|
|
/* setup shaderdata from stack. it's mostly setup already in
|
|
|
|
* shader_setup_from_volume, this switching should be quick */
|
|
|
|
sd->object = stack[i].object;
|
|
|
|
sd->shader = stack[i].shader;
|
|
|
|
|
2016-12-23 10:31:19 +00:00
|
|
|
sd->flag &= ~SD_SHADER_FLAGS;
|
2016-09-14 16:53:35 +00:00
|
|
|
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
|
2016-12-23 10:31:19 +00:00
|
|
|
sd->object_flag &= ~SD_OBJECT_FLAGS;
|
2013-12-28 19:02:40 +00:00
|
|
|
|
2014-03-29 12:03:47 +00:00
|
|
|
if(sd->object != OBJECT_NONE) {
|
2016-12-23 10:31:19 +00:00
|
|
|
sd->object_flag |= kernel_tex_fetch(__object_flag, sd->object);
|
2013-12-28 19:02:40 +00:00
|
|
|
|
|
|
|
#ifdef __OBJECT_MOTION__
|
|
|
|
/* todo: this is inefficient for motion blur, we should be
|
|
|
|
* caching matrices instead of recomputing them each step */
|
|
|
|
shader_setup_object_transforms(kg, sd, sd->time);
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/* evaluate shader */
|
2011-04-27 11:58:34 +00:00
|
|
|
#ifdef __SVM__
|
2016-02-12 17:33:43 +00:00
|
|
|
# ifdef __OSL__
|
2013-12-28 19:02:40 +00:00
|
|
|
if(kg->osl) {
|
2017-08-22 13:00:52 +00:00
|
|
|
OSLShader::eval_volume(kg, sd, state, path_flag);
|
2013-12-28 19:02:40 +00:00
|
|
|
}
|
|
|
|
else
|
2016-02-12 17:33:43 +00:00
|
|
|
# endif
|
2013-12-28 19:02:40 +00:00
|
|
|
{
|
2016-01-06 22:38:13 +00:00
|
|
|
svm_eval_nodes(kg, sd, state, SHADER_TYPE_VOLUME, path_flag);
|
2013-12-28 19:02:40 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
2013-12-28 19:02:40 +00:00
|
|
|
|
|
|
|
/* merge closures to avoid exceeding number of closures limit */
|
|
|
|
if(i > 0)
|
|
|
|
shader_merge_closures(sd);
|
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
}
|
|
|
|
|
2017-11-01 10:10:10 +00:00
|
|
|
#endif /* __VOLUME__ */
|
2014-01-07 14:48:04 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
/* Displacement Evaluation */
|
|
|
|
|
2017-08-22 13:00:52 +00:00
|
|
|
ccl_device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state)
|
2011-04-27 11:58:34 +00:00
|
|
|
{
|
2017-02-16 11:24:13 +00:00
|
|
|
sd->num_closure = 0;
|
2017-11-01 20:02:28 +00:00
|
|
|
sd->num_closure_left = 0;
|
2013-12-28 19:02:40 +00:00
|
|
|
|
2011-04-27 11:58:34 +00:00
|
|
|
/* this will modify sd->P */
|
|
|
|
#ifdef __SVM__
|
2016-02-12 17:33:43 +00:00
|
|
|
# ifdef __OSL__
|
2013-12-28 19:02:40 +00:00
|
|
|
if(kg->osl)
|
2017-10-05 13:17:09 +00:00
|
|
|
OSLShader::eval_displacement(kg, sd, state);
|
2012-09-03 13:56:40 +00:00
|
|
|
else
|
2016-02-12 17:33:43 +00:00
|
|
|
# endif
|
2013-12-28 19:02:40 +00:00
|
|
|
{
|
2016-01-06 22:38:13 +00:00
|
|
|
svm_eval_nodes(kg, sd, state, SHADER_TYPE_DISPLACEMENT, 0);
|
2013-12-28 19:02:40 +00:00
|
|
|
}
|
2011-04-27 11:58:34 +00:00
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
2011-09-27 20:37:24 +00:00
|
|
|
/* Transparent Shadows */
|
|
|
|
|
|
|
|
#ifdef __TRANSPARENT_SHADOWS__
|
2013-11-15 23:17:10 +00:00
|
|
|
ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect)
|
2011-09-27 20:37:24 +00:00
|
|
|
{
|
|
|
|
int prim = kernel_tex_fetch(__prim_index, isect->prim);
|
2012-12-28 14:21:30 +00:00
|
|
|
int shader = 0;
|
|
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#ifdef __HAIR__
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2014-03-29 12:03:46 +00:00
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if(kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) {
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2012-12-28 14:21:30 +00:00
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#endif
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2014-09-24 11:34:28 +00:00
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shader = kernel_tex_fetch(__tri_shader, prim);
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2012-12-28 14:21:30 +00:00
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#ifdef __HAIR__
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}
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else {
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2013-01-03 12:09:09 +00:00
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float4 str = kernel_tex_fetch(__curves, prim);
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2012-12-28 14:21:30 +00:00
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shader = __float_as_int(str.z);
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}
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#endif
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2016-09-14 16:53:35 +00:00
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int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*SHADER_SIZE);
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2011-09-27 20:37:24 +00:00
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2013-06-18 09:36:00 +00:00
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return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
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2011-09-27 20:37:24 +00:00
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}
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2017-11-01 10:10:10 +00:00
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#endif /* __TRANSPARENT_SHADOWS__ */
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2011-09-27 20:37:24 +00:00
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2011-04-27 11:58:34 +00:00
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CCL_NAMESPACE_END
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