forked from bartvdbraak/blender
Cycles: Use curve approximation for blackbody instead of lookup table
Now we calculate color in range 800..12000 using an approximation a/x+bx+c for R and G and ((at + b)t + c)t + d) for B. Max absolute error for RGB for non-lut function is less than 0.0001, which is enough to get the same 8 bit/channel color as for OSL with a noticeable performance difference. However there is a slight visible difference between previous non-OSL implementation because of lookup table interpolation and offset-by-one mistake. The previous implementation gave black color outside of soft range (t > 12000), now it gives the same color as for 12000. Also blackbody node without input connected is being converted to value input at shader compile time. Reviewers: dingto, sergey Reviewed By: dingto Subscribers: nutel, brecht, juicyfruit Differential Revision: https://developer.blender.org/D1280
This commit is contained in:
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@ -38,12 +38,6 @@ CCL_NAMESPACE_BEGIN
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#define BSSRDF_MIN_RADIUS 1e-8f
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#define BSSRDF_MAX_HITS 4
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#define BB_DRAPER 800.0f
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#define BB_MAX_TABLE_RANGE 12000.0f
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#define BB_TABLE_XPOWER 1.5f
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#define BB_TABLE_YPOWER 5.0f
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#define BB_TABLE_SPACING 2.0f
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#define BECKMANN_TABLE_SIZE 256
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#define TEX_NUM_FLOAT_IMAGES 5
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@ -989,9 +983,8 @@ typedef struct KernelCurves {
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} KernelCurves;
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typedef struct KernelTables {
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int blackbody_offset;
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int beckmann_offset;
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int pad1, pad2;
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int pad1, pad2, pad3;
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} KernelTables;
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typedef struct KernelData {
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@ -142,6 +142,8 @@ CCL_NAMESPACE_END
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#include "svm_noise.h"
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#include "svm_texture.h"
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#include "svm_math_util.h"
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#include "svm_attribute.h"
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#include "svm_gradient.h"
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#include "svm_blackbody.h"
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@ -164,7 +166,6 @@ CCL_NAMESPACE_END
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#include "svm_mapping.h"
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#include "svm_normal.h"
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#include "svm_wave.h"
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#include "svm_math_util.h"
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#include "svm_math.h"
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#include "svm_mix.h"
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#include "svm_ramp.h"
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@ -36,46 +36,10 @@ CCL_NAMESPACE_BEGIN
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ccl_device void svm_node_blackbody(KernelGlobals *kg, ShaderData *sd, float *stack, uint temperature_offset, uint col_offset)
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{
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/* Output */
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float3 color_rgb = make_float3(0.0f, 0.0f, 0.0f);
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/* Input */
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float temperature = stack_load_float(stack, temperature_offset);
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if(temperature < BB_DRAPER) {
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/* just return very very dim red */
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color_rgb = make_float3(1.0e-6f,0.0f,0.0f);
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}
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else if(temperature <= BB_MAX_TABLE_RANGE) {
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/* This is the overall size of the table */
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const int lookuptablesize = 956;
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const float lookuptablenormalize = 1.0f/956.0f;
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/* reconstruct a proper index for the table lookup, compared to OSL we don't look up two colors
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just one (the OSL-lerp is also automatically done for us by "lookup_table_read") */
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float t = powf((temperature - BB_DRAPER) * (1.0f / BB_TABLE_SPACING), (1.0f / BB_TABLE_XPOWER));
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int blackbody_table_offset = kernel_data.tables.blackbody_offset;
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/* Retrieve colors from the lookup table */
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float lutval = t*lookuptablenormalize;
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float R = lookup_table_read(kg, lutval, blackbody_table_offset, lookuptablesize);
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lutval = (t + 319.0f*1.0f)*lookuptablenormalize;
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float G = lookup_table_read(kg, lutval, blackbody_table_offset, lookuptablesize);
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lutval = (t + 319.0f*2.0f)*lookuptablenormalize;
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float B = lookup_table_read(kg, lutval, blackbody_table_offset, lookuptablesize);
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R = powf(R, BB_TABLE_YPOWER);
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G = powf(G, BB_TABLE_YPOWER);
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B = powf(B, BB_TABLE_YPOWER);
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color_rgb = make_float3(R, G, B);
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}
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/* Luminance */
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float l = linear_rgb_to_gray(color_rgb);
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if(l != 0.0f)
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color_rgb /= l;
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float3 color_rgb = svm_math_blackbody_color(temperature);
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if(stack_valid(col_offset))
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stack_store_float3(stack, col_offset, color_rgb);
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@ -104,5 +104,67 @@ ccl_device float svm_math(NodeMath type, float Fac1, float Fac2)
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return Fac;
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}
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ccl_device float3 svm_math_blackbody_color(float t) {
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/* Calculate color in range 800..12000 using an approximation
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* a/x+bx+c for R and G and ((at + b)t + c)t + d) for B
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* Max absolute error for RGB is (0.00095, 0.00077, 0.00057),
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* which is enough to get the same 8 bit/channel color.
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*/
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const float rc[6][3] = {
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{ 2.52432244e+03f, -1.06185848e-03f, 3.11067539e+00f },
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{ 3.37763626e+03f, -4.34581697e-04f, 1.64843306e+00f },
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{ 4.10671449e+03f, -8.61949938e-05f, 6.41423749e-01f },
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{ 4.66849800e+03f, 2.85655028e-05f, 1.29075375e-01f },
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{ 4.60124770e+03f, 2.89727618e-05f, 1.48001316e-01f },
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{ 3.78765709e+03f, 9.36026367e-06f, 3.98995841e-01f },
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};
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const float gc[6][3] = {
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{ -7.50343014e+02f, 3.15679613e-04f, 4.73464526e-01f },
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{ -1.00402363e+03f, 1.29189794e-04f, 9.08181524e-01f },
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{ -1.22075471e+03f, 2.56245413e-05f, 1.20753416e+00f },
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{ -1.42546105e+03f, -4.01730887e-05f, 1.44002695e+00f },
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{ -1.18134453e+03f, -2.18913373e-05f, 1.30656109e+00f },
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{ -5.00279505e+02f, -4.59745390e-06f, 1.09090465e+00f },
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};
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const float bc[6][4] = {
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{ 0.0f, 0.0f, 0.0f, 0.0f }, /* zeros should be optimized by compiler */
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 0.0f },
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{ -2.02524603e-11f, 1.79435860e-07f, -2.60561875e-04f, -1.41761141e-02f },
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{ -2.22463426e-13f, -1.55078698e-08f, 3.81675160e-04f, -7.30646033e-01f },
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{ 6.72595954e-13f, -2.73059993e-08f, 4.24068546e-04f, -7.52204323e-01f },
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};
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if(t >= 12000.0f)
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return make_float3(0.826270103f, 0.994478524f, 1.56626022f);
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/* Define a macro to reduce stack usage for nvcc */
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#define MAKE_BB_RGB(i) make_float3(\
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rc[i][0] / t + rc[i][1] * t + rc[i][2],\
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gc[i][0] / t + gc[i][1] * t + gc[i][2],\
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((bc[i][0] * t + bc[i][1]) * t + bc[i][2]) * t + bc[i][3])
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if(t >= 6365.0f)
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return MAKE_BB_RGB(5);
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if(t >= 3315.0f)
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return MAKE_BB_RGB(4);
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if(t >= 1902.0f)
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return MAKE_BB_RGB(3);
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if(t >= 1449.0f)
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return MAKE_BB_RGB(2);
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if(t >= 1167.0f)
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return MAKE_BB_RGB(1);
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if(t >= 965.0f)
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return MAKE_BB_RGB(0);
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#undef MAKE_BB_RGB
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/* For 800 <= t < 965 color does not change in OSL implementation, so keep color the same */
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return make_float3(4.70366907f, 0.0f, 0.0f);
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}
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CCL_NAMESPACE_END
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@ -18,7 +18,6 @@ set(SRC
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attribute.cpp
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background.cpp
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bake.cpp
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blackbody.cpp
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buffers.cpp
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camera.cpp
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film.cpp
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@ -47,7 +46,6 @@ set(SRC_HEADERS
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attribute.h
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bake.h
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background.h
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blackbody.h
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buffers.h
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camera.h
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film.h
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@ -1,140 +0,0 @@
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/*
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* Adapted from Open Shading Language with this license:
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*
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* Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al.
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* All Rights Reserved.
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*
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* Modifications Copyright 2013, Blender Foundation.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of Sony Pictures Imageworks nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "blackbody.h"
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#include "util_color.h"
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#include "util_math.h"
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#include "kernel_types.h"
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CCL_NAMESPACE_BEGIN
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vector<float> blackbody_table_build()
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{
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/* quoted from OSLs opcolor.cpp
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In order to speed up the blackbody computation, we have a table
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storing the precomputed BB values for a range of temperatures. Less
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than BB_DRAPER always returns 0. Greater than BB_MAX_TABLE_RANGE
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does the full computation, we think it'll be rare to inquire higher
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temperatures.
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Since the bb function is so nonlinear, we actually space the table
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entries nonlinearly, with the relationship between the table index i
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and the temperature T as follows:
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i = ((T-Draper)/spacing)^(1/xpower)
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T = pow(i, xpower) * spacing + Draper
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And furthermore, we store in the table the true value raised ^(1/5).
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I tuned this a bit, and with the current values we can have all
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blackbody results accurate to within 0.1% with a table size of 317
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(about 5 KB of data).
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*/
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const float cie_colour_match[81][3] = {
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{0.0014f,0.0000f,0.0065f}, {0.0022f,0.0001f,0.0105f}, {0.0042f,0.0001f,0.0201f},
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{0.0076f,0.0002f,0.0362f}, {0.0143f,0.0004f,0.0679f}, {0.0232f,0.0006f,0.1102f},
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{0.0435f,0.0012f,0.2074f}, {0.0776f,0.0022f,0.3713f}, {0.1344f,0.0040f,0.6456f},
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{0.2148f,0.0073f,1.0391f}, {0.2839f,0.0116f,1.3856f}, {0.3285f,0.0168f,1.6230f},
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{0.3483f,0.0230f,1.7471f}, {0.3481f,0.0298f,1.7826f}, {0.3362f,0.0380f,1.7721f},
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{0.3187f,0.0480f,1.7441f}, {0.2908f,0.0600f,1.6692f}, {0.2511f,0.0739f,1.5281f},
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{0.1954f,0.0910f,1.2876f}, {0.1421f,0.1126f,1.0419f}, {0.0956f,0.1390f,0.8130f},
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{0.0580f,0.1693f,0.6162f}, {0.0320f,0.2080f,0.4652f}, {0.0147f,0.2586f,0.3533f},
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{0.0049f,0.3230f,0.2720f}, {0.0024f,0.4073f,0.2123f}, {0.0093f,0.5030f,0.1582f},
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{0.0291f,0.6082f,0.1117f}, {0.0633f,0.7100f,0.0782f}, {0.1096f,0.7932f,0.0573f},
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{0.1655f,0.8620f,0.0422f}, {0.2257f,0.9149f,0.0298f}, {0.2904f,0.9540f,0.0203f},
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{0.3597f,0.9803f,0.0134f}, {0.4334f,0.9950f,0.0087f}, {0.5121f,1.0000f,0.0057f},
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{0.5945f,0.9950f,0.0039f}, {0.6784f,0.9786f,0.0027f}, {0.7621f,0.9520f,0.0021f},
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{0.8425f,0.9154f,0.0018f}, {0.9163f,0.8700f,0.0017f}, {0.9786f,0.8163f,0.0014f},
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{1.0263f,0.7570f,0.0011f}, {1.0567f,0.6949f,0.0010f}, {1.0622f,0.6310f,0.0008f},
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{1.0456f,0.5668f,0.0006f}, {1.0026f,0.5030f,0.0003f}, {0.9384f,0.4412f,0.0002f},
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{0.8544f,0.3810f,0.0002f}, {0.7514f,0.3210f,0.0001f}, {0.6424f,0.2650f,0.0000f},
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{0.5419f,0.2170f,0.0000f}, {0.4479f,0.1750f,0.0000f}, {0.3608f,0.1382f,0.0000f},
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{0.2835f,0.1070f,0.0000f}, {0.2187f,0.0816f,0.0000f}, {0.1649f,0.0610f,0.0000f},
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{0.1212f,0.0446f,0.0000f}, {0.0874f,0.0320f,0.0000f}, {0.0636f,0.0232f,0.0000f},
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{0.0468f,0.0170f,0.0000f}, {0.0329f,0.0119f,0.0000f}, {0.0227f,0.0082f,0.0000f},
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{0.0158f,0.0057f,0.0000f}, {0.0114f,0.0041f,0.0000f}, {0.0081f,0.0029f,0.0000f},
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{0.0058f,0.0021f,0.0000f}, {0.0041f,0.0015f,0.0000f}, {0.0029f,0.0010f,0.0000f},
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{0.0020f,0.0007f,0.0000f}, {0.0014f,0.0005f,0.0000f}, {0.0010f,0.0004f,0.0000f},
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{0.0007f,0.0002f,0.0000f}, {0.0005f,0.0002f,0.0000f}, {0.0003f,0.0001f,0.0000f},
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{0.0002f,0.0001f,0.0000f}, {0.0002f,0.0001f,0.0000f}, {0.0001f,0.0000f,0.0000f},
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{0.0001f,0.0000f,0.0000f}, {0.0001f,0.0000f,0.0000f}, {0.0000f,0.0000f,0.0000f}
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};
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const double c1 = 3.74183e-16; // 2*pi*h*c^2, W*m^2
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const double c2 = 1.4388e-2; // h*c/k, m*K
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// h is Planck's const, k is Boltzmann's
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const float dlambda = 5.0f * 1e-9f; // in meters
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/* Blackbody table from 800 to 12k Kelvin (319 entries (317+2 offset) * 3) */
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vector<float> blackbody_table(956);
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float X, Y, Z;
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/* ToDo: bring this back to what OSL does with the lastTemperature limit ? */
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for(int i = 0; i <= 317; ++i) {
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double Temperature = pow((double)i, (double)BB_TABLE_XPOWER) * (double)BB_TABLE_SPACING + (double)BB_DRAPER;
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X = 0;
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Y = 0;
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Z = 0;
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/* from OSL "spectrum_to_XYZ" */
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for(int n = 0; n < 81; ++n) {
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float lambda = 380.0f + 5.0f * n;
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double wlm = lambda * 1e-9f; // Wavelength in meters
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// N.B. spec_intens returns result in W/m^2 but it's a differential,
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// needs to be scaled by dlambda!
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float spec_intens = float((c1 * pow(wlm, -5.0)) / (exp(c2 / (wlm * Temperature)) -1.0));
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float Me = spec_intens * dlambda;
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X += Me * cie_colour_match[n][0];
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Y += Me * cie_colour_match[n][1];
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Z += Me * cie_colour_match[n][2];
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}
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/* Convert from xyz color space */
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float3 col = xyz_to_rgb(X, Y, Z);
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/* Clamp to zero if values are smaller */
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col = max(col, make_float3(0.0f, 0.0f, 0.0f));
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col.x = powf(col.x, 1.0f / BB_TABLE_YPOWER);
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col.y = powf(col.y, 1.0f / BB_TABLE_YPOWER);
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col.z = powf(col.z, 1.0f / BB_TABLE_YPOWER);
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/* Store in table in RRRGGGBBB format */
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blackbody_table[i] = col.x;
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blackbody_table[i+319*1] = col.y;
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blackbody_table[i+319*2] = col.z;
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}
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return blackbody_table;
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}
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CCL_NAMESPACE_END
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@ -1,28 +0,0 @@
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/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#ifndef __BLACKBODY_H__
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#define __BLACKBODY_H__
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#include "util_vector.h"
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CCL_NAMESPACE_BEGIN
|
||||
|
||||
vector<float> blackbody_table_build();
|
||||
|
||||
CCL_NAMESPACE_END
|
||||
|
||||
#endif /* __BLACKBODY_H__ */
|
@ -194,7 +194,6 @@ public:
|
||||
virtual bool has_surface_emission() { return false; }
|
||||
virtual bool has_surface_transparent() { return false; }
|
||||
virtual bool has_surface_bssrdf() { return false; }
|
||||
virtual bool has_converter_blackbody() { return false; }
|
||||
virtual bool has_bssrdf_bump() { return false; }
|
||||
virtual bool has_spatial_varying() { return false; }
|
||||
virtual bool has_object_dependency() { return false; }
|
||||
|
@ -3652,10 +3652,18 @@ void BlackbodyNode::compile(SVMCompiler& compiler)
|
||||
ShaderInput *temperature_in = input("Temperature");
|
||||
ShaderOutput *color_out = output("Color");
|
||||
|
||||
compiler.stack_assign(temperature_in);
|
||||
compiler.stack_assign(color_out);
|
||||
|
||||
if(temperature_in->link == NULL) {
|
||||
float3 color = svm_math_blackbody_color(temperature_in->value.x);
|
||||
compiler.add_node(NODE_VALUE_V, color_out->stack_offset);
|
||||
compiler.add_node(NODE_VALUE_V, color);
|
||||
}
|
||||
else {
|
||||
compiler.stack_assign(temperature_in);
|
||||
compiler.add_node(NODE_BLACKBODY, temperature_in->stack_offset, color_out->stack_offset);
|
||||
}
|
||||
}
|
||||
|
||||
void BlackbodyNode::compile(OSLCompiler& compiler)
|
||||
{
|
||||
|
@ -549,8 +549,6 @@ public:
|
||||
class BlackbodyNode : public ShaderNode {
|
||||
public:
|
||||
SHADER_NODE_CLASS(BlackbodyNode)
|
||||
|
||||
bool has_converter_blackbody() { return true; }
|
||||
};
|
||||
|
||||
class MathNode : public ShaderNode {
|
||||
|
@ -15,7 +15,6 @@
|
||||
*/
|
||||
|
||||
#include "background.h"
|
||||
#include "blackbody.h"
|
||||
#include "device.h"
|
||||
#include "graph.h"
|
||||
#include "light.h"
|
||||
@ -32,7 +31,6 @@
|
||||
|
||||
CCL_NAMESPACE_BEGIN
|
||||
|
||||
vector<float> ShaderManager::blackbody_table;
|
||||
vector<float> ShaderManager::beckmann_table;
|
||||
|
||||
/* Beckmann sampling precomputed table, see bsdf_microfacet.h */
|
||||
@ -149,7 +147,6 @@ Shader::Shader()
|
||||
has_surface_transparent = false;
|
||||
has_surface_emission = false;
|
||||
has_surface_bssrdf = false;
|
||||
has_converter_blackbody = false;
|
||||
has_volume = false;
|
||||
has_displacement = false;
|
||||
has_bssrdf_bump = false;
|
||||
@ -243,7 +240,6 @@ void Shader::tag_used(Scene *scene)
|
||||
ShaderManager::ShaderManager()
|
||||
{
|
||||
need_update = true;
|
||||
blackbody_table_offset = TABLE_OFFSET_INVALID;
|
||||
beckmann_table_offset = TABLE_OFFSET_INVALID;
|
||||
}
|
||||
|
||||
@ -340,7 +336,6 @@ void ShaderManager::device_update_common(Device *device,
|
||||
uint shader_flag_size = scene->shaders.size()*4;
|
||||
uint *shader_flag = dscene->shader_flag.resize(shader_flag_size);
|
||||
uint i = 0;
|
||||
bool has_converter_blackbody = false;
|
||||
bool has_volumes = false;
|
||||
|
||||
foreach(Shader *shader, scene->shaders) {
|
||||
@ -367,8 +362,6 @@ void ShaderManager::device_update_common(Device *device,
|
||||
flag |= SD_HETEROGENEOUS_VOLUME;
|
||||
if(shader->has_bssrdf_bump)
|
||||
flag |= SD_HAS_BSSRDF_BUMP;
|
||||
if(shader->has_converter_blackbody)
|
||||
has_converter_blackbody = true;
|
||||
if(shader->volume_sampling_method == VOLUME_SAMPLING_EQUIANGULAR)
|
||||
flag |= SD_VOLUME_EQUIANGULAR;
|
||||
if(shader->volume_sampling_method == VOLUME_SAMPLING_MULTIPLE_IMPORTANCE)
|
||||
@ -395,23 +388,6 @@ void ShaderManager::device_update_common(Device *device,
|
||||
/* lookup tables */
|
||||
KernelTables *ktables = &dscene->data.tables;
|
||||
|
||||
/* blackbody lookup table */
|
||||
if(has_converter_blackbody && blackbody_table_offset == TABLE_OFFSET_INVALID) {
|
||||
if(blackbody_table.size() == 0) {
|
||||
thread_scoped_lock lock(lookup_table_mutex);
|
||||
if(blackbody_table.size() == 0) {
|
||||
blackbody_table = blackbody_table_build();
|
||||
}
|
||||
}
|
||||
blackbody_table_offset = scene->lookup_tables->add_table(dscene, blackbody_table);
|
||||
|
||||
ktables->blackbody_offset = (int)blackbody_table_offset;
|
||||
}
|
||||
else if(!has_converter_blackbody && blackbody_table_offset != TABLE_OFFSET_INVALID) {
|
||||
scene->lookup_tables->remove_table(blackbody_table_offset);
|
||||
blackbody_table_offset = TABLE_OFFSET_INVALID;
|
||||
}
|
||||
|
||||
/* beckmann lookup table */
|
||||
if(beckmann_table_offset == TABLE_OFFSET_INVALID) {
|
||||
if(beckmann_table.size() == 0) {
|
||||
@ -431,11 +407,6 @@ void ShaderManager::device_update_common(Device *device,
|
||||
|
||||
void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)
|
||||
{
|
||||
if(blackbody_table_offset != TABLE_OFFSET_INVALID) {
|
||||
scene->lookup_tables->remove_table(blackbody_table_offset);
|
||||
blackbody_table_offset = TABLE_OFFSET_INVALID;
|
||||
}
|
||||
|
||||
if(beckmann_table_offset != TABLE_OFFSET_INVALID) {
|
||||
scene->lookup_tables->remove_table(beckmann_table_offset);
|
||||
beckmann_table_offset = TABLE_OFFSET_INVALID;
|
||||
|
@ -104,7 +104,6 @@ public:
|
||||
bool has_volume;
|
||||
bool has_displacement;
|
||||
bool has_surface_bssrdf;
|
||||
bool has_converter_blackbody;
|
||||
bool has_bssrdf_bump;
|
||||
bool has_heterogeneous_volume;
|
||||
bool has_object_dependency;
|
||||
@ -173,10 +172,8 @@ protected:
|
||||
AttributeIDMap unique_attribute_id;
|
||||
|
||||
thread_mutex lookup_table_mutex;
|
||||
static vector<float> blackbody_table;
|
||||
static vector<float> beckmann_table;
|
||||
|
||||
size_t blackbody_table_offset;
|
||||
size_t beckmann_table_offset;
|
||||
};
|
||||
|
||||
|
@ -393,10 +393,6 @@ void SVMCompiler::generate_node(ShaderNode *node, set<ShaderNode*>& done)
|
||||
current_shader->has_heterogeneous_volume = true;
|
||||
}
|
||||
|
||||
/* detect if we have a blackbody converter, to prepare lookup table */
|
||||
if(node->has_converter_blackbody())
|
||||
current_shader->has_converter_blackbody = true;
|
||||
|
||||
if(node->has_object_dependency()) {
|
||||
current_shader->has_object_dependency = true;
|
||||
}
|
||||
@ -716,7 +712,6 @@ void SVMCompiler::compile(Shader *shader, vector<int4>& global_svm_nodes, int in
|
||||
shader->has_surface_transparent = false;
|
||||
shader->has_surface_bssrdf = false;
|
||||
shader->has_bssrdf_bump = false;
|
||||
shader->has_converter_blackbody = false;
|
||||
shader->has_volume = false;
|
||||
shader->has_displacement = false;
|
||||
shader->has_heterogeneous_volume = false;
|
||||
|
Loading…
Reference in New Issue
Block a user