blender/intern/cycles/kernel/kernel_shader.h
Brecht Van Lommel 4ba456d175 Cycles: first step for implementation of non-progressive sampler that handles
direct and indirect lighting differently. Rather than picking one light for each
point on the path, it now loops over all lights for direct lighting. For indirect
lighting it still picks a random light each time.

It gives control over the number of AA samples, and the number of Diffuse, Glossy,
Transmission, AO, Mesh Light, Background and Lamp samples for each AA sample.

This helps tuning render performance/noise and tends to give less noise for renders
dominated by direct lighting.

This sampling mode only works on the CPU, and still needs proper tile rendering
to show progress (will follow tommorrow or so), because each AA sample can be quite
slow now and so the delay between each update wil be too long.
2012-06-13 11:44:48 +00:00

741 lines
17 KiB
C

/*
* Copyright 2011, Blender Foundation.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/*
* ShaderData, used in four steps:
*
* Setup from incoming ray, sampled position and background.
* Execute for surface, volume or displacement.
* Evaluate one or more closures.
* Release.
*
*/
#ifdef __OSL__
#include "osl_shader.h"
#else
#include "svm/bsdf.h"
#include "svm/emissive.h"
#include "svm/volume.h"
#include "svm/svm_bsdf.h"
#include "svm/svm.h"
#endif
CCL_NAMESPACE_BEGIN
/* ShaderData setup from incoming ray */
__device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
const Intersection *isect, const Ray *ray)
{
/* fetch triangle data */
int prim = kernel_tex_fetch(__prim_index, isect->prim);
float4 Ns = kernel_tex_fetch(__tri_normal, prim);
float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
int shader = __float_as_int(Ns.w);
/* triangle */
#ifdef __INSTANCING__
sd->object = (isect->object == ~0)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
#endif
sd->prim = prim;
#ifdef __UV__
sd->u = isect->u;
sd->v = isect->v;
#endif
/* matrices and time */
#ifdef __MOTION__
sd->ob_tfm = object_fetch_transform(kg, sd->object, ray->time, OBJECT_TRANSFORM);
sd->ob_itfm = object_fetch_transform(kg, sd->object, ray->time, OBJECT_INVERSE_TRANSFORM);
sd->time = ray->time;
#endif
/* vectors */
sd->P = bvh_triangle_refine(kg, sd, isect, ray);
sd->Ng = Ng;
sd->N = Ng;
sd->I = -ray->D;
sd->shader = shader;
sd->ray_length = isect->t;
/* smooth normal */
if(sd->shader & SHADER_SMOOTH_NORMAL)
sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
#ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
#endif
#ifdef __INSTANCING__
if(isect->object != ~0) {
/* instance transform */
object_normal_transform(kg, sd, &sd->N);
object_normal_transform(kg, sd, &sd->Ng);
#ifdef __DPDU__
object_dir_transform(kg, sd, &sd->dPdu);
object_dir_transform(kg, sd, &sd->dPdv);
#endif
}
#endif
/* backfacing test */
bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
if(backfacing) {
sd->flag |= SD_BACKFACING;
sd->Ng = -sd->Ng;
sd->N = -sd->N;
#ifdef __DPDU__
sd->dPdu = -sd->dPdu;
sd->dPdv = -sd->dPdv;
#endif
}
#ifdef __RAY_DIFFERENTIALS__
/* differentials */
differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t);
differential_incoming(&sd->dI, ray->dD);
differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
#endif
}
/* ShaderData setup from position sampled on mesh */
__device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
const float3 P, const float3 Ng, const float3 I,
int shader, int object, int prim, float u, float v, float t, float time)
{
/* vectors */
sd->P = P;
sd->N = Ng;
sd->Ng = Ng;
sd->I = I;
sd->shader = shader;
/* primitive */
#ifdef __INSTANCING__
sd->object = object;
#endif
sd->prim = prim;
#ifdef __UV__
sd->u = u;
sd->v = v;
#endif
sd->ray_length = t;
/* detect instancing, for non-instanced the object index is -object-1 */
#ifdef __INSTANCING__
bool instanced = false;
if(sd->prim != ~0) {
if(sd->object >= 0)
instanced = true;
else
#endif
sd->object = ~sd->object;
#ifdef __INSTANCING__
}
#endif
#ifdef __MOTION__
sd->time = time;
sd->ob_tfm = object_fetch_transform(kg, sd->object, time, OBJECT_TRANSFORM);
sd->ob_itfm = object_fetch_transform(kg, sd->object, time, OBJECT_INVERSE_TRANSFORM);
#endif
/* smooth normal */
if(sd->shader & SHADER_SMOOTH_NORMAL) {
sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
#ifdef __INSTANCING__
if(instanced)
object_normal_transform(kg, sd, &sd->N);
#endif
}
sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
if(sd->object != -1)
sd->flag |= kernel_tex_fetch(__object_flag, sd->object);
#ifdef __DPDU__
/* dPdu/dPdv */
if(sd->prim == ~0) {
sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
}
else {
triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
#ifdef __INSTANCING__
if(instanced) {
object_dir_transform(kg, sd, &sd->dPdu);
object_dir_transform(kg, sd, &sd->dPdv);
}
#endif
}
#endif
/* backfacing test */
if(sd->prim != ~0) {
bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
if(backfacing) {
sd->flag |= SD_BACKFACING;
sd->Ng = -sd->Ng;
sd->N = -sd->N;
#ifdef __DPDU__
sd->dPdu = -sd->dPdu;
sd->dPdv = -sd->dPdv;
#endif
}
}
#ifdef __RAY_DIFFERENTIALS__
/* no ray differentials here yet */
sd->dP.dx = make_float3(0.0f, 0.0f, 0.0f);
sd->dP.dy = make_float3(0.0f, 0.0f, 0.0f);
sd->dI.dx = make_float3(0.0f, 0.0f, 0.0f);
sd->dI.dy = make_float3(0.0f, 0.0f, 0.0f);
sd->du.dx = 0.0f;
sd->du.dy = 0.0f;
sd->dv.dx = 0.0f;
sd->dv.dy = 0.0f;
#endif
}
/* ShaderData setup for displacement */
__device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
int object, int prim, float u, float v)
{
float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f);
int shader;
P = triangle_point_MT(kg, prim, u, v);
Ng = triangle_normal_MT(kg, prim, &shader);
/* force smooth shading for displacement */
shader |= SHADER_SMOOTH_NORMAL;
/* watch out: no instance transform currently */
shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID);
}
/* ShaderData setup from ray into background */
__device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
{
/* vectors */
sd->P = ray->D;
sd->N = -sd->P;
sd->Ng = -sd->P;
sd->I = -sd->P;
sd->shader = kernel_data.background.shader;
sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
#ifdef __MOTION__
sd->time = ray->time;
#endif
sd->ray_length = 0.0f;
#ifdef __INSTANCING__
sd->object = ~0;
#endif
sd->prim = ~0;
#ifdef __UV__
sd->u = 0.0f;
sd->v = 0.0f;
#endif
#ifdef __DPDU__
/* dPdu/dPdv */
sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
#endif
#ifdef __RAY_DIFFERENTIALS__
/* differentials */
sd->dP = ray->dD;
differential_incoming(&sd->dI, sd->dP);
sd->du.dx = 0.0f;
sd->du.dy = 0.0f;
sd->dv.dx = 0.0f;
sd->dv.dy = 0.0f;
#endif
}
/* BSDF */
#ifdef __MULTI_CLOSURE__
__device_inline void _shader_bsdf_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf,
int skip_bsdf, BsdfEval *bsdf_eval, float sum_pdf, float sum_sample_weight)
{
for(int i = 0; i< sd->num_closure; i++) {
if(i == skip_bsdf)
continue;
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BSDF(sc->type)) {
float bsdf_pdf = 0.0f;
#ifdef __OSL__
float3 eval = OSLShader::bsdf_eval(sd, sc, omega_in, bsdf_pdf);
#else
float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);
#endif
if(bsdf_pdf != 0.0f) {
bsdf_eval_accum(bsdf_eval, sc->type, eval*sc->weight);
sum_pdf += bsdf_pdf*sc->sample_weight;
}
sum_sample_weight += sc->sample_weight;
}
}
*pdf = (sum_sample_weight > 0.0f)? sum_pdf/sum_sample_weight: 0.0f;
}
#endif
__device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
const float3 omega_in, BsdfEval *eval, float *pdf)
{
#ifdef __MULTI_CLOSURE__
bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
return _shader_bsdf_multi_eval(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
#else
const ShaderClosure *sc = &sd->closure;
*pdf = 0.0f;
*eval = svm_bsdf_eval(sd, sc, omega_in, pdf)*sc->weight;
#endif
}
__device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
float randu, float randv, BsdfEval *bsdf_eval,
float3 *omega_in, differential3 *domega_in, float *pdf)
{
#ifdef __MULTI_CLOSURE__
int sampled = 0;
if(sd->num_closure > 1) {
/* pick a BSDF closure based on sample weights */
float sum = 0.0f;
for(sampled = 0; sampled < sd->num_closure; sampled++) {
const ShaderClosure *sc = &sd->closure[sampled];
if(CLOSURE_IS_BSDF(sc->type))
sum += sc->sample_weight;
}
float r = sd->randb_closure*sum;
sum = 0.0f;
for(sampled = 0; sampled < sd->num_closure; sampled++) {
const ShaderClosure *sc = &sd->closure[sampled];
if(CLOSURE_IS_BSDF(sc->type)) {
sum += sd->closure[sampled].sample_weight;
if(r <= sum)
break;
}
}
if(sampled == sd->num_closure) {
*pdf = 0.0f;
return LABEL_NONE;
}
}
const ShaderClosure *sc = &sd->closure[sampled];
int label;
float3 eval;
*pdf = 0.0f;
#ifdef __OSL__
label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
#else
label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
#endif
if(*pdf != 0.0f) {
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
if(sd->num_closure > 1) {
float sweight = sc->sample_weight;
_shader_bsdf_multi_eval(sd, *omega_in, pdf, sampled, bsdf_eval, *pdf*sweight, sweight);
}
}
return label;
#else
/* sample the single closure that we picked */
*pdf = 0.0f;
int label = svm_bsdf_sample(sd, &sd->closure, randu, randv, bsdf_eval, omega_in, domega_in, pdf);
*bsdf_eval *= sd->closure.weight;
return label;
#endif
}
__device int shader_bsdf_sample_closure(KernelGlobals *kg, const ShaderData *sd,
const ShaderClosure *sc, float randu, float randv, BsdfEval *bsdf_eval,
float3 *omega_in, differential3 *domega_in, float *pdf)
{
int label;
float3 eval;
*pdf = 0.0f;
#ifdef __OSL__
label = OSLShader::bsdf_sample(sd, sc, randu, randv, eval, *omega_in, *domega_in, *pdf);
#else
label = svm_bsdf_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
#endif
if(*pdf != 0.0f)
bsdf_eval_init(bsdf_eval, sc->type, eval*sc->weight, kernel_data.film.use_light_pass);
return label;
}
__device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
{
#ifndef __OSL__
#ifdef __MULTI_CLOSURE__
for(int i = 0; i< sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BSDF(sc->type))
svm_bsdf_blur(sc, roughness);
}
#else
svm_bsdf_blur(&sd->closure, roughness);
#endif
#endif
}
__device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
eval += sc->weight;
}
return eval;
#else
if(sd->closure.type == CLOSURE_BSDF_TRANSPARENT_ID)
return sd->closure.weight;
else
return make_float3(0.0f, 0.0f, 0.0f);
#endif
}
__device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BSDF_DIFFUSE(sc->type))
eval += sc->weight;
}
return eval;
#else
if(CLOSURE_IS_BSDF_DIFFUSE(sd->closure.type))
return sd->closure.weight;
else
return make_float3(0.0f, 0.0f, 0.0f);
#endif
}
__device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BSDF_GLOSSY(sc->type))
eval += sc->weight;
}
return eval;
#else
if(CLOSURE_IS_BSDF_GLOSSY(sd->closure.type))
return sd->closure.weight;
else
return make_float3(0.0f, 0.0f, 0.0f);
#endif
}
__device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
eval += sc->weight;
}
return eval;
#else
if(CLOSURE_IS_BSDF_TRANSMISSION(sd->closure.type))
return sd->closure.weight;
else
return make_float3(0.0f, 0.0f, 0.0f);
#endif
}
/* Emission */
__device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
{
float3 eval;
#ifdef __MULTI_CLOSURE__
eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_EMISSION(sc->type)) {
#ifdef __OSL__
eval += OSLShader::emissive_eval(sd, sc)*sc->weight;
#else
eval += svm_emissive_eval(sd, sc)*sc->weight;
#endif
}
}
#else
eval = svm_emissive_eval(sd, &sd->closure)*sd->closure.weight;
#endif
return eval;
}
/* Holdout */
__device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
float3 weight = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_HOLDOUT(sc->type))
weight += sc->weight;
}
return weight;
#else
if(sd->closure.type == CLOSURE_HOLDOUT_ID)
return make_float3(1.0f, 1.0f, 1.0f);
return make_float3(0.0f, 0.0f, 0.0f);
#endif
}
/* Surface Evaluation */
__device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
float randb, int path_flag)
{
#ifdef __OSL__
OSLShader::eval_surface(kg, sd, randb, path_flag);
#else
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
#else
bsdf_diffuse_setup(sd, &sd->closure);
sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
#endif
#endif
}
/* Background Evaluation */
__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
{
#ifdef __OSL__
return OSLShader::eval_background(kg, sd, path_flag);
#else
#ifdef __SVM__
svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_BACKGROUND(sc->type))
eval += sc->weight;
}
return eval;
#else
if(sd->closure.type == CLOSURE_BACKGROUND_ID)
return sd->closure.weight;
else
return make_float3(0.0f, 0.0f, 0.0f);
#endif
#else
return make_float3(0.8f, 0.8f, 0.8f);
#endif
#endif
}
/* Volume */
__device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
float3 omega_in, float3 omega_out)
{
#ifdef __MULTI_CLOSURE__
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
for(int i = 0; i< sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if(CLOSURE_IS_VOLUME(sc->type)) {
#ifdef __OSL__
eval += OSLShader::volume_eval_phase(sd, sc, omega_in, omega_out);
#else
eval += volume_eval_phase(sd, sc, omega_in, omega_out);
#endif
}
}
return eval;
#else
return volume_eval_phase(sd, &sd->closure, omega_in, omega_out);
#endif
}
/* Volume Evaluation */
__device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
float randb, int path_flag)
{
#ifdef __SVM__
#ifdef __OSL__
OSLShader::eval_volume(kg, sd, randb, path_flag);
#else
svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
#endif
#endif
}
/* Displacement Evaluation */
__device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd)
{
/* this will modify sd->P */
#ifdef __SVM__
#ifdef __OSL__
OSLShader::eval_displacement(kg, sd);
#else
svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
#endif
#endif
}
/* Transparent Shadows */
#ifdef __TRANSPARENT_SHADOWS__
__device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect)
{
int prim = kernel_tex_fetch(__prim_index, isect->prim);
float4 Ns = kernel_tex_fetch(__tri_normal, prim);
int shader = __float_as_int(Ns.w);
int flag = kernel_tex_fetch(__shader_flag, (shader & SHADER_MASK)*2);
return (flag & SD_HAS_SURFACE_TRANSPARENT) != 0;
}
#endif
/* Merging */
#ifdef __NON_PROGRESSIVE__
__device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd)
{
#ifndef __OSL__
/* 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];
if(sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) {
sci->weight += scj->weight;
sci->sample_weight += scj->sample_weight;
int size = sd->num_closure - (j+1);
if(size > 0)
memmove(scj, scj+1, size*sizeof(ShaderClosure));
sd->num_closure--;
}
}
}
#endif
}
#endif
/* Free ShaderData */
__device void shader_release(KernelGlobals *kg, ShaderData *sd)
{
#ifdef __OSL__
OSLShader::release(kg, sd);
#endif
}
CCL_NAMESPACE_END