forked from bartvdbraak/blender
68dd7617d7
Ref D8237, T78710
514 lines
16 KiB
C
514 lines
16 KiB
C
/*
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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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CCL_NAMESPACE_BEGIN
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#ifdef __BAKING__
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ccl_device_noinline void compute_light_pass(
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KernelGlobals *kg, ShaderData *sd, PathRadiance *L, uint rng_hash, int pass_filter, int sample)
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{
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kernel_assert(kernel_data.film.use_light_pass);
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float3 throughput = one_float3();
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/* Emission and indirect shader data memory used by various functions. */
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ShaderDataTinyStorage emission_sd_storage;
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ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
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ShaderData indirect_sd;
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/* Init radiance. */
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path_radiance_init(kg, L);
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/* Init path state. */
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PathState state;
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path_state_init(kg, emission_sd, &state, rng_hash, sample, NULL);
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/* Evaluate surface shader. */
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shader_eval_surface(kg, sd, &state, NULL, state.flag);
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/* TODO, disable more closures we don't need besides transparent */
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shader_bsdf_disable_transparency(kg, sd);
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/* Init ray. */
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Ray ray;
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ray.P = sd->P + sd->Ng;
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ray.D = -sd->Ng;
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ray.t = FLT_MAX;
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# ifdef __CAMERA_MOTION__
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ray.time = 0.5f;
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# endif
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# ifdef __BRANCHED_PATH__
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if (!kernel_data.integrator.branched) {
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/* regular path tracer */
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# endif
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/* sample ambient occlusion */
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if (pass_filter & BAKE_FILTER_AO) {
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kernel_path_ao(kg, sd, emission_sd, L, &state, throughput, shader_bsdf_alpha(kg, sd));
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}
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/* sample emission */
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if ((pass_filter & BAKE_FILTER_EMISSION) && (sd->flag & SD_EMISSION)) {
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float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf);
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path_radiance_accum_emission(kg, L, &state, throughput, emission);
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}
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bool is_sss_sample = false;
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# ifdef __SUBSURFACE__
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/* sample subsurface scattering */
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if ((pass_filter & BAKE_FILTER_DIFFUSE) && (sd->flag & SD_BSSRDF)) {
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/* When mixing BSSRDF and BSDF closures we should skip BSDF lighting
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* if scattering was successful. */
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SubsurfaceIndirectRays ss_indirect;
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kernel_path_subsurface_init_indirect(&ss_indirect);
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if (kernel_path_subsurface_scatter(
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kg, sd, emission_sd, L, &state, &ray, &throughput, &ss_indirect)) {
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while (ss_indirect.num_rays) {
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kernel_path_subsurface_setup_indirect(kg, &ss_indirect, &state, &ray, L, &throughput);
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kernel_path_indirect(kg, &indirect_sd, emission_sd, &ray, throughput, &state, L);
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}
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is_sss_sample = true;
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}
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}
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# endif
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/* sample light and BSDF */
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if (!is_sss_sample && (pass_filter & (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT))) {
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kernel_path_surface_connect_light(kg, sd, emission_sd, throughput, &state, L);
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if (kernel_path_surface_bounce(kg, sd, &throughput, &state, &L->state, &ray)) {
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# ifdef __LAMP_MIS__
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state.ray_t = 0.0f;
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# endif
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/* compute indirect light */
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kernel_path_indirect(kg, &indirect_sd, emission_sd, &ray, throughput, &state, L);
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/* sum and reset indirect light pass variables for the next samples */
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path_radiance_sum_indirect(L);
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path_radiance_reset_indirect(L);
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}
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}
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# ifdef __BRANCHED_PATH__
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}
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else {
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/* branched path tracer */
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/* sample ambient occlusion */
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if (pass_filter & BAKE_FILTER_AO) {
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kernel_branched_path_ao(kg, sd, emission_sd, L, &state, throughput);
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}
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/* sample emission */
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if ((pass_filter & BAKE_FILTER_EMISSION) && (sd->flag & SD_EMISSION)) {
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float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf);
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path_radiance_accum_emission(kg, L, &state, throughput, emission);
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}
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# ifdef __SUBSURFACE__
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/* sample subsurface scattering */
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if ((pass_filter & BAKE_FILTER_DIFFUSE) && (sd->flag & SD_BSSRDF)) {
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/* When mixing BSSRDF and BSDF closures we should skip BSDF lighting
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* if scattering was successful. */
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kernel_branched_path_subsurface_scatter(
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kg, sd, &indirect_sd, emission_sd, L, &state, &ray, throughput);
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}
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# endif
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/* sample light and BSDF */
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if (pass_filter & (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT)) {
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# if defined(__EMISSION__)
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/* direct light */
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if (kernel_data.integrator.use_direct_light) {
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int all = kernel_data.integrator.sample_all_lights_direct;
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kernel_branched_path_surface_connect_light(
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kg, sd, emission_sd, &state, throughput, 1.0f, L, all);
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}
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# endif
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/* indirect light */
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kernel_branched_path_surface_indirect_light(
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kg, sd, &indirect_sd, emission_sd, throughput, 1.0f, &state, L);
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}
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}
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# endif
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}
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/* this helps with AA but it's not the real solution as it does not AA the geometry
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* but it's better than nothing, thus committed */
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ccl_device_inline float bake_clamp_mirror_repeat(float u, float max)
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{
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/* use mirror repeat (like opengl texture) so that if the barycentric
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* coordinate goes past the end of the triangle it is not always clamped
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* to the same value, gives ugly patterns */
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u /= max;
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float fu = floorf(u);
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u = u - fu;
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return ((((int)fu) & 1) ? 1.0f - u : u) * max;
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}
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ccl_device_inline float3 kernel_bake_shader_bsdf(KernelGlobals *kg,
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ShaderData *sd,
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const ShaderEvalType type)
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{
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switch (type) {
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case SHADER_EVAL_DIFFUSE:
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return shader_bsdf_diffuse(kg, sd);
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case SHADER_EVAL_GLOSSY:
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return shader_bsdf_glossy(kg, sd);
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case SHADER_EVAL_TRANSMISSION:
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return shader_bsdf_transmission(kg, sd);
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default:
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kernel_assert(!"Unknown bake type passed to BSDF evaluate");
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return zero_float3();
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}
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}
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ccl_device float3 kernel_bake_evaluate_direct_indirect(KernelGlobals *kg,
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ShaderData *sd,
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PathState *state,
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float3 direct,
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float3 indirect,
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const ShaderEvalType type,
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const int pass_filter)
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{
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float3 color;
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const bool is_color = (pass_filter & BAKE_FILTER_COLOR) != 0;
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const bool is_direct = (pass_filter & BAKE_FILTER_DIRECT) != 0;
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const bool is_indirect = (pass_filter & BAKE_FILTER_INDIRECT) != 0;
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float3 out = zero_float3();
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if (is_color) {
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if (is_direct || is_indirect) {
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/* Leave direct and diffuse channel colored. */
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color = one_float3();
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}
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else {
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/* surface color of the pass only */
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shader_eval_surface(kg, sd, state, NULL, 0);
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return kernel_bake_shader_bsdf(kg, sd, type);
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}
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}
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else {
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shader_eval_surface(kg, sd, state, NULL, 0);
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color = kernel_bake_shader_bsdf(kg, sd, type);
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}
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if (is_direct) {
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out += safe_divide_even_color(direct, color);
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}
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if (is_indirect) {
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out += safe_divide_even_color(indirect, color);
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}
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return out;
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}
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ccl_device void kernel_bake_evaluate(
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KernelGlobals *kg, ccl_global float *buffer, int sample, int x, int y, int offset, int stride)
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{
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/* Setup render buffers. */
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const int index = offset + x + y * stride;
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const int pass_stride = kernel_data.film.pass_stride;
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buffer += index * pass_stride;
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ccl_global float *primitive = buffer + kernel_data.film.pass_bake_primitive;
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ccl_global float *differential = buffer + kernel_data.film.pass_bake_differential;
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ccl_global float *output = buffer + kernel_data.film.pass_combined;
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int seed = __float_as_uint(primitive[0]);
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int prim = __float_as_uint(primitive[1]);
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if (prim == -1)
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return;
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prim += kernel_data.bake.tri_offset;
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/* Random number generator. */
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uint rng_hash = hash_uint(seed) ^ kernel_data.integrator.seed;
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int num_samples = kernel_data.integrator.aa_samples;
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float filter_x, filter_y;
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if (sample == 0) {
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filter_x = filter_y = 0.5f;
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}
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else {
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path_rng_2D(kg, rng_hash, sample, num_samples, PRNG_FILTER_U, &filter_x, &filter_y);
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}
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/* Barycentric UV with sub-pixel offset. */
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float u = primitive[2];
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float v = primitive[3];
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float dudx = differential[0];
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float dudy = differential[1];
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float dvdx = differential[2];
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float dvdy = differential[3];
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if (sample > 0) {
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u = bake_clamp_mirror_repeat(u + dudx * (filter_x - 0.5f) + dudy * (filter_y - 0.5f), 1.0f);
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v = bake_clamp_mirror_repeat(v + dvdx * (filter_x - 0.5f) + dvdy * (filter_y - 0.5f),
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1.0f - u);
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}
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/* Shader data setup. */
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int object = kernel_data.bake.object_index;
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int shader;
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float3 P, Ng;
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triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
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ShaderData sd;
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shader_setup_from_sample(
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kg,
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&sd,
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P,
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Ng,
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Ng,
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shader,
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object,
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prim,
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u,
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v,
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1.0f,
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0.5f,
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!(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
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LAMP_NONE);
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sd.I = sd.N;
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/* Setup differentials. */
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sd.dP.dx = sd.dPdu * dudx + sd.dPdv * dvdx;
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sd.dP.dy = sd.dPdu * dudy + sd.dPdv * dvdy;
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sd.du.dx = dudx;
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sd.du.dy = dudy;
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sd.dv.dx = dvdx;
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sd.dv.dy = dvdy;
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/* Set RNG state for shaders that use sampling. */
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PathState state = {0};
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state.rng_hash = rng_hash;
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state.rng_offset = 0;
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state.sample = sample;
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state.num_samples = num_samples;
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state.min_ray_pdf = FLT_MAX;
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/* Light passes if we need more than color. */
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PathRadiance L;
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int pass_filter = kernel_data.bake.pass_filter;
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if (kernel_data.bake.pass_filter & ~BAKE_FILTER_COLOR)
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compute_light_pass(kg, &sd, &L, rng_hash, pass_filter, sample);
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float3 out = zero_float3();
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ShaderEvalType type = (ShaderEvalType)kernel_data.bake.type;
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switch (type) {
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/* data passes */
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case SHADER_EVAL_NORMAL:
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case SHADER_EVAL_ROUGHNESS:
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case SHADER_EVAL_EMISSION: {
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if (type != SHADER_EVAL_NORMAL || (sd.flag & SD_HAS_BUMP)) {
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int path_flag = (type == SHADER_EVAL_EMISSION) ? PATH_RAY_EMISSION : 0;
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shader_eval_surface(kg, &sd, &state, NULL, path_flag);
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}
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if (type == SHADER_EVAL_NORMAL) {
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float3 N = sd.N;
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if (sd.flag & SD_HAS_BUMP) {
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N = shader_bsdf_average_normal(kg, &sd);
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}
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/* encoding: normal = (2 * color) - 1 */
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out = N * 0.5f + make_float3(0.5f, 0.5f, 0.5f);
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}
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else if (type == SHADER_EVAL_ROUGHNESS) {
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float roughness = shader_bsdf_average_roughness(&sd);
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out = make_float3(roughness, roughness, roughness);
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}
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else {
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out = shader_emissive_eval(&sd);
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}
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break;
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}
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case SHADER_EVAL_UV: {
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out = primitive_uv(kg, &sd);
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break;
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}
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# ifdef __PASSES__
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/* light passes */
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case SHADER_EVAL_AO: {
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out = L.ao;
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break;
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}
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case SHADER_EVAL_COMBINED: {
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if ((pass_filter & BAKE_FILTER_COMBINED) == BAKE_FILTER_COMBINED) {
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float alpha;
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out = path_radiance_clamp_and_sum(kg, &L, &alpha);
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break;
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}
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if ((pass_filter & BAKE_FILTER_DIFFUSE_DIRECT) == BAKE_FILTER_DIFFUSE_DIRECT)
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out += L.direct_diffuse;
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if ((pass_filter & BAKE_FILTER_DIFFUSE_INDIRECT) == BAKE_FILTER_DIFFUSE_INDIRECT)
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out += L.indirect_diffuse;
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if ((pass_filter & BAKE_FILTER_GLOSSY_DIRECT) == BAKE_FILTER_GLOSSY_DIRECT)
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out += L.direct_glossy;
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if ((pass_filter & BAKE_FILTER_GLOSSY_INDIRECT) == BAKE_FILTER_GLOSSY_INDIRECT)
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out += L.indirect_glossy;
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if ((pass_filter & BAKE_FILTER_TRANSMISSION_DIRECT) == BAKE_FILTER_TRANSMISSION_DIRECT)
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out += L.direct_transmission;
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if ((pass_filter & BAKE_FILTER_TRANSMISSION_INDIRECT) == BAKE_FILTER_TRANSMISSION_INDIRECT)
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out += L.indirect_transmission;
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if ((pass_filter & BAKE_FILTER_EMISSION) != 0)
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out += L.emission;
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break;
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}
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case SHADER_EVAL_SHADOW: {
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out = L.shadow;
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break;
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}
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case SHADER_EVAL_DIFFUSE: {
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out = kernel_bake_evaluate_direct_indirect(
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kg, &sd, &state, L.direct_diffuse, L.indirect_diffuse, type, pass_filter);
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break;
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}
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case SHADER_EVAL_GLOSSY: {
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out = kernel_bake_evaluate_direct_indirect(
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kg, &sd, &state, L.direct_glossy, L.indirect_glossy, type, pass_filter);
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break;
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}
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case SHADER_EVAL_TRANSMISSION: {
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out = kernel_bake_evaluate_direct_indirect(
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kg, &sd, &state, L.direct_transmission, L.indirect_transmission, type, pass_filter);
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break;
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}
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# endif
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/* extra */
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case SHADER_EVAL_ENVIRONMENT: {
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/* setup ray */
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Ray ray;
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ray.P = zero_float3();
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ray.D = normalize(P);
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ray.t = 0.0f;
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# ifdef __CAMERA_MOTION__
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ray.time = 0.5f;
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# endif
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# ifdef __RAY_DIFFERENTIALS__
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ray.dD = differential3_zero();
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ray.dP = differential3_zero();
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# endif
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/* setup shader data */
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shader_setup_from_background(kg, &sd, &ray);
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/* evaluate */
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int path_flag = 0; /* we can't know which type of BSDF this is for */
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shader_eval_surface(kg, &sd, &state, NULL, path_flag | PATH_RAY_EMISSION);
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out = shader_background_eval(&sd);
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break;
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}
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default: {
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/* no real shader, returning the position of the verts for debugging */
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out = normalize(P);
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break;
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}
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}
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/* write output */
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const float4 result = make_float4(out.x, out.y, out.z, 1.0f);
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kernel_write_pass_float4(output, result);
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}
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#endif /* __BAKING__ */
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ccl_device void kernel_displace_evaluate(KernelGlobals *kg,
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ccl_global uint4 *input,
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ccl_global float4 *output,
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int i)
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{
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ShaderData sd;
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PathState state = {0};
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uint4 in = input[i];
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/* setup shader data */
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int object = in.x;
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int prim = in.y;
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float u = __uint_as_float(in.z);
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float v = __uint_as_float(in.w);
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shader_setup_from_displace(kg, &sd, object, prim, u, v);
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/* evaluate */
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float3 P = sd.P;
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shader_eval_displacement(kg, &sd, &state);
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float3 D = sd.P - P;
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object_inverse_dir_transform(kg, &sd, &D);
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/* write output */
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output[i] += make_float4(D.x, D.y, D.z, 0.0f);
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}
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ccl_device void kernel_background_evaluate(KernelGlobals *kg,
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ccl_global uint4 *input,
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ccl_global float4 *output,
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int i)
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{
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ShaderData sd;
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PathState state = {0};
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uint4 in = input[i];
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/* setup ray */
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Ray ray;
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float u = __uint_as_float(in.x);
|
|
float v = __uint_as_float(in.y);
|
|
|
|
ray.P = zero_float3();
|
|
ray.D = equirectangular_to_direction(u, v);
|
|
ray.t = 0.0f;
|
|
#ifdef __CAMERA_MOTION__
|
|
ray.time = 0.5f;
|
|
#endif
|
|
|
|
#ifdef __RAY_DIFFERENTIALS__
|
|
ray.dD = differential3_zero();
|
|
ray.dP = differential3_zero();
|
|
#endif
|
|
|
|
/* setup shader data */
|
|
shader_setup_from_background(kg, &sd, &ray);
|
|
|
|
/* evaluate */
|
|
int path_flag = 0; /* we can't know which type of BSDF this is for */
|
|
shader_eval_surface(kg, &sd, &state, NULL, path_flag | PATH_RAY_EMISSION);
|
|
float3 color = shader_background_eval(&sd);
|
|
|
|
/* write output */
|
|
output[i] += make_float4(color.x, color.y, color.z, 0.0f);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|