blender/intern/cycles/kernel/kernel_bake.h
Brecht Van Lommel 2d81758aa6 Cycles: better path termination for transparency.
We now continue transparent paths after diffuse/glossy/transmission/volume
bounces are exceeded. This avoids unexpected boundaries in volumes with
transparent boundaries. It is also required for MIS to work correctly with
transparent surfaces, as we also continue through these in shadow rays.

The main visible changes is that volumes will now be lit by the background
even at volume bounces 0, same as surfaces.

Fixes T53914 and T54103.
2018-02-22 00:55:32 +01:00

559 lines
17 KiB
C

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