blender/intern/cycles/kernel/kernel_shader.h
2021-02-17 16:26:24 +01:00

1367 lines
37 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.
*/
/*
* 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.
*/
// clang-format off
#include "kernel/closure/alloc.h"
#include "kernel/closure/bsdf_util.h"
#include "kernel/closure/bsdf.h"
#include "kernel/closure/emissive.h"
// clang-format on
#include "kernel/svm/svm.h"
CCL_NAMESPACE_BEGIN
/* ShaderData setup from incoming ray */
#ifdef __OBJECT_MOTION__
ccl_device void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, float time)
{
if (sd->object_flag & SD_OBJECT_MOTION) {
sd->ob_tfm = object_fetch_transform_motion(kg, sd->object, time);
sd->ob_itfm = transform_quick_inverse(sd->ob_tfm);
}
else {
sd->ob_tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
sd->ob_itfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
}
}
#endif
#ifdef __KERNEL_OPTIX__
ccl_device_inline
#else
ccl_device_noinline
#endif
void
shader_setup_from_ray(KernelGlobals *kg,
ShaderData *sd,
const Intersection *isect,
const Ray *ray)
{
PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
sd->object = (isect->object == OBJECT_NONE) ? kernel_tex_fetch(__prim_object, isect->prim) :
isect->object;
sd->lamp = LAMP_NONE;
sd->type = isect->type;
sd->flag = 0;
sd->object_flag = kernel_tex_fetch(__object_flag, sd->object);
/* matrices and time */
#ifdef __OBJECT_MOTION__
shader_setup_object_transforms(kg, sd, ray->time);
#endif
sd->time = ray->time;
sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
sd->ray_length = isect->t;
sd->u = isect->u;
sd->v = isect->v;
#ifdef __HAIR__
if (sd->type & PRIMITIVE_ALL_CURVE) {
/* curve */
curve_shader_setup(kg, sd, isect, ray);
}
else
#endif
if (sd->type & PRIMITIVE_TRIANGLE) {
/* static triangle */
float3 Ng = triangle_normal(kg, sd);
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
/* vectors */
sd->P = triangle_refine(kg, sd, isect, ray);
sd->Ng = Ng;
sd->N = Ng;
/* smooth normal */
if (sd->shader & SHADER_SMOOTH_NORMAL)
sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
#ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
#endif
}
else {
/* motion triangle */
motion_triangle_shader_setup(kg, sd, isect, ray, false);
}
sd->I = -ray->D;
sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
if (isect->object != OBJECT_NONE) {
/* instance transform */
object_normal_transform_auto(kg, sd, &sd->N);
object_normal_transform_auto(kg, sd, &sd->Ng);
#ifdef __DPDU__
object_dir_transform_auto(kg, sd, &sd->dPdu);
object_dir_transform_auto(kg, sd, &sd->dPdv);
#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
PROFILING_SHADER(sd->shader);
PROFILING_OBJECT(sd->object);
}
/* ShaderData setup from BSSRDF scatter */
#ifdef __SUBSURFACE__
# ifndef __KERNEL_CUDA__
ccl_device
# else
ccl_device_inline
# endif
void
shader_setup_from_subsurface(KernelGlobals *kg,
ShaderData *sd,
const Intersection *isect,
const Ray *ray)
{
PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
const bool backfacing = sd->flag & SD_BACKFACING;
/* object, matrices, time, ray_length stay the same */
sd->flag = 0;
sd->object_flag = kernel_tex_fetch(__object_flag, sd->object);
sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
sd->type = isect->type;
sd->u = isect->u;
sd->v = isect->v;
/* fetch triangle data */
if (sd->type == PRIMITIVE_TRIANGLE) {
float3 Ng = triangle_normal(kg, sd);
sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
/* static triangle */
sd->P = triangle_refine_local(kg, sd, isect, ray);
sd->Ng = Ng;
sd->N = Ng;
if (sd->shader & SHADER_SMOOTH_NORMAL)
sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
# ifdef __DPDU__
/* dPdu/dPdv */
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
# endif
}
else {
/* motion triangle */
motion_triangle_shader_setup(kg, sd, isect, ray, true);
}
sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
if (isect->object != OBJECT_NONE) {
/* instance transform */
object_normal_transform_auto(kg, sd, &sd->N);
object_normal_transform_auto(kg, sd, &sd->Ng);
# ifdef __DPDU__
object_dir_transform_auto(kg, sd, &sd->dPdu);
object_dir_transform_auto(kg, sd, &sd->dPdv);
# endif
}
/* backfacing test */
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
}
/* should not get used in principle as the shading will only use a diffuse
* BSDF, but the shader might still access it */
sd->I = sd->N;
# ifdef __RAY_DIFFERENTIALS__
/* differentials */
differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
/* don't modify dP and dI */
# endif
PROFILING_SHADER(sd->shader);
}
#endif
/* ShaderData setup from position sampled on mesh */
ccl_device_inline 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,
bool object_space,
int lamp)
{
PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
/* vectors */
sd->P = P;
sd->N = Ng;
sd->Ng = Ng;
sd->I = I;
sd->shader = shader;
if (prim != PRIM_NONE)
sd->type = PRIMITIVE_TRIANGLE;
else if (lamp != LAMP_NONE)
sd->type = PRIMITIVE_LAMP;
else
sd->type = PRIMITIVE_NONE;
/* primitive */
sd->object = object;
sd->lamp = LAMP_NONE;
/* currently no access to bvh prim index for strand sd->prim*/
sd->prim = prim;
sd->u = u;
sd->v = v;
sd->time = time;
sd->ray_length = t;
sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
sd->object_flag = 0;
if (sd->object != OBJECT_NONE) {
sd->object_flag |= kernel_tex_fetch(__object_flag, sd->object);
#ifdef __OBJECT_MOTION__
shader_setup_object_transforms(kg, sd, time);
}
else if (lamp != LAMP_NONE) {
sd->ob_tfm = lamp_fetch_transform(kg, lamp, false);
sd->ob_itfm = lamp_fetch_transform(kg, lamp, true);
sd->lamp = lamp;
#else
}
else if (lamp != LAMP_NONE) {
sd->lamp = lamp;
#endif
}
/* transform into world space */
if (object_space) {
object_position_transform_auto(kg, sd, &sd->P);
object_normal_transform_auto(kg, sd, &sd->Ng);
sd->N = sd->Ng;
object_dir_transform_auto(kg, sd, &sd->I);
}
if (sd->type & PRIMITIVE_TRIANGLE) {
/* smooth normal */
if (sd->shader & SHADER_SMOOTH_NORMAL) {
sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_normal_transform_auto(kg, sd, &sd->N);
}
}
/* dPdu/dPdv */
#ifdef __DPDU__
triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
object_dir_transform_auto(kg, sd, &sd->dPdu);
object_dir_transform_auto(kg, sd, &sd->dPdv);
}
#endif
}
else {
#ifdef __DPDU__
sd->dPdu = zero_float3();
sd->dPdv = zero_float3();
#endif
}
/* backfacing test */
if (sd->prim != PRIM_NONE) {
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 = differential3_zero();
sd->dI = differential3_zero();
sd->du = differential_zero();
sd->dv = differential_zero();
#endif
PROFILING_SHADER(sd->shader);
PROFILING_OBJECT(sd->object);
}
/* ShaderData setup for displacement */
ccl_device void shader_setup_from_displace(
KernelGlobals *kg, ShaderData *sd, int object, int prim, float u, float v)
{
float3 P, Ng, I = zero_float3();
int shader;
triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
/* force smooth shading for displacement */
shader |= SHADER_SMOOTH_NORMAL;
shader_setup_from_sample(
kg,
sd,
P,
Ng,
I,
shader,
object,
prim,
u,
v,
0.0f,
0.5f,
!(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
LAMP_NONE);
}
/* ShaderData setup from ray into background */
ccl_device_inline void shader_setup_from_background(KernelGlobals *kg,
ShaderData *sd,
const Ray *ray)
{
PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
/* vectors */
sd->P = ray->D;
sd->N = -ray->D;
sd->Ng = -ray->D;
sd->I = -ray->D;
sd->shader = kernel_data.background.surface_shader;
sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
sd->object_flag = 0;
sd->time = ray->time;
sd->ray_length = 0.0f;
sd->object = OBJECT_NONE;
sd->lamp = LAMP_NONE;
sd->prim = PRIM_NONE;
sd->u = 0.0f;
sd->v = 0.0f;
#ifdef __DPDU__
/* dPdu/dPdv */
sd->dPdu = zero_float3();
sd->dPdv = zero_float3();
#endif
#ifdef __RAY_DIFFERENTIALS__
/* differentials */
sd->dP = ray->dD;
differential_incoming(&sd->dI, sd->dP);
sd->du = differential_zero();
sd->dv = differential_zero();
#endif
/* for NDC coordinates */
sd->ray_P = ray->P;
PROFILING_SHADER(sd->shader);
PROFILING_OBJECT(sd->object);
}
/* ShaderData setup from point inside volume */
#ifdef __VOLUME__
ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
{
PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
/* vectors */
sd->P = ray->P;
sd->N = -ray->D;
sd->Ng = -ray->D;
sd->I = -ray->D;
sd->shader = SHADER_NONE;
sd->flag = 0;
sd->object_flag = 0;
sd->time = ray->time;
sd->ray_length = 0.0f; /* todo: can we set this to some useful value? */
sd->object = OBJECT_NONE; /* todo: fill this for texture coordinates */
sd->lamp = LAMP_NONE;
sd->prim = PRIM_NONE;
sd->type = PRIMITIVE_NONE;
sd->u = 0.0f;
sd->v = 0.0f;
# ifdef __DPDU__
/* dPdu/dPdv */
sd->dPdu = zero_float3();
sd->dPdv = zero_float3();
# endif
# ifdef __RAY_DIFFERENTIALS__
/* differentials */
sd->dP = ray->dD;
differential_incoming(&sd->dI, sd->dP);
sd->du = differential_zero();
sd->dv = differential_zero();
# endif
/* for NDC coordinates */
sd->ray_P = ray->P;
sd->ray_dP = ray->dP;
PROFILING_SHADER(sd->shader);
PROFILING_OBJECT(sd->object);
}
#endif /* __VOLUME__ */
/* Merging */
#if defined(__BRANCHED_PATH__) || defined(__VOLUME__)
ccl_device_inline void shader_merge_closures(ShaderData *sd)
{
/* 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)
continue;
if (!bsdf_merge(sci, scj))
continue;
sci->weight += scj->weight;
sci->sample_weight += scj->sample_weight;
int size = sd->num_closure - (j + 1);
if (size > 0) {
for (int k = 0; k < size; k++) {
scj[k] = scj[k + 1];
}
}
sd->num_closure--;
kernel_assert(sd->num_closure >= 0);
j--;
}
}
}
#endif /* __BRANCHED_PATH__ || __VOLUME__ */
/* Defensive sampling. */
ccl_device_inline void shader_prepare_closures(ShaderData *sd, ccl_addr_space PathState *state)
{
/* We can likely also do defensive sampling at deeper bounces, particularly
* for cases like a perfect mirror but possibly also others. This will need
* a good heuristic. */
if (state->bounce + state->transparent_bounce == 0 && sd->num_closure > 1) {
float sum = 0.0f;
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
sum += sc->sample_weight;
}
}
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
sc->sample_weight = max(sc->sample_weight, 0.125f * sum);
}
}
}
}
/* BSDF */
ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg,
ShaderData *sd,
const float3 omega_in,
float *pdf,
const ShaderClosure *skip_sc,
BsdfEval *result_eval,
float sum_pdf,
float sum_sample_weight)
{
/* this is the veach one-sample model with balance heuristic, some pdf
* factors drop out when using balance heuristic weighting */
for (int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if (sc != skip_sc && CLOSURE_IS_BSDF(sc->type)) {
float bsdf_pdf = 0.0f;
float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf);
if (bsdf_pdf != 0.0f) {
bsdf_eval_accum(result_eval, sc->type, eval * sc->weight, 1.0f);
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;
}
#ifdef __BRANCHED_PATH__
ccl_device_inline void _shader_bsdf_multi_eval_branched(KernelGlobals *kg,
ShaderData *sd,
const float3 omega_in,
BsdfEval *result_eval,
float light_pdf,
bool use_mis)
{
for (int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF(sc->type)) {
float bsdf_pdf = 0.0f;
float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf);
if (bsdf_pdf != 0.0f) {
float mis_weight = use_mis ? power_heuristic(light_pdf, bsdf_pdf) : 1.0f;
bsdf_eval_accum(result_eval, sc->type, eval * sc->weight, mis_weight);
}
}
}
}
#endif /* __BRANCHED_PATH__ */
#ifndef __KERNEL_CUDA__
ccl_device
#else
ccl_device_inline
#endif
void
shader_bsdf_eval(KernelGlobals *kg,
ShaderData *sd,
const float3 omega_in,
BsdfEval *eval,
float light_pdf,
bool use_mis)
{
PROFILING_INIT(kg, PROFILING_CLOSURE_EVAL);
bsdf_eval_init(eval, NBUILTIN_CLOSURES, zero_float3(), kernel_data.film.use_light_pass);
#ifdef __BRANCHED_PATH__
if (kernel_data.integrator.branched)
_shader_bsdf_multi_eval_branched(kg, sd, omega_in, eval, light_pdf, use_mis);
else
#endif
{
float pdf;
_shader_bsdf_multi_eval(kg, sd, omega_in, &pdf, NULL, eval, 0.0f, 0.0f);
if (use_mis) {
float weight = power_heuristic(light_pdf, pdf);
bsdf_eval_mis(eval, weight);
}
}
}
ccl_device_inline const ShaderClosure *shader_bsdf_pick(ShaderData *sd, float *randu)
{
/* Note the sampling here must match shader_bssrdf_pick,
* since we reuse the same random number. */
int sampled = 0;
if (sd->num_closure > 1) {
/* Pick a BSDF or based on sample weights. */
float sum = 0.0f;
for (int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
sum += sc->sample_weight;
}
}
float r = (*randu) * sum;
float partial_sum = 0.0f;
for (int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
float next_sum = partial_sum + sc->sample_weight;
if (r < next_sum) {
sampled = i;
/* Rescale to reuse for direction sample, to better preserve stratification. */
*randu = (r - partial_sum) / sc->sample_weight;
break;
}
partial_sum = next_sum;
}
}
}
const ShaderClosure *sc = &sd->closure[sampled];
return CLOSURE_IS_BSDF(sc->type) ? sc : NULL;
}
ccl_device_inline const ShaderClosure *shader_bssrdf_pick(ShaderData *sd,
ccl_addr_space float3 *throughput,
float *randu)
{
/* Note the sampling here must match shader_bsdf_pick,
* since we reuse the same random number. */
int sampled = 0;
if (sd->num_closure > 1) {
/* Pick a BSDF or BSSRDF or based on sample weights. */
float sum_bsdf = 0.0f;
float sum_bssrdf = 0.0f;
for (int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF(sc->type)) {
sum_bsdf += sc->sample_weight;
}
else if (CLOSURE_IS_BSSRDF(sc->type)) {
sum_bssrdf += sc->sample_weight;
}
}
float r = (*randu) * (sum_bsdf + sum_bssrdf);
float partial_sum = 0.0f;
for (int i = 0; i < sd->num_closure; i++) {
const ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
float next_sum = partial_sum + sc->sample_weight;
if (r < next_sum) {
if (CLOSURE_IS_BSDF(sc->type)) {
*throughput *= (sum_bsdf + sum_bssrdf) / sum_bsdf;
return NULL;
}
else {
*throughput *= (sum_bsdf + sum_bssrdf) / sum_bssrdf;
sampled = i;
/* Rescale to reuse for direction sample, to better preserve stratification. */
*randu = (r - partial_sum) / sc->sample_weight;
break;
}
}
partial_sum = next_sum;
}
}
}
const ShaderClosure *sc = &sd->closure[sampled];
return CLOSURE_IS_BSSRDF(sc->type) ? sc : NULL;
}
ccl_device_inline int shader_bsdf_sample(KernelGlobals *kg,
ShaderData *sd,
float randu,
float randv,
BsdfEval *bsdf_eval,
float3 *omega_in,
differential3 *domega_in,
float *pdf)
{
PROFILING_INIT(kg, PROFILING_CLOSURE_SAMPLE);
const ShaderClosure *sc = shader_bsdf_pick(sd, &randu);
if (sc == NULL) {
*pdf = 0.0f;
return LABEL_NONE;
}
/* BSSRDF should already have been handled elsewhere. */
kernel_assert(CLOSURE_IS_BSDF(sc->type));
int label;
float3 eval = zero_float3();
*pdf = 0.0f;
label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
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(kg, sd, *omega_in, pdf, sc, bsdf_eval, *pdf * sweight, sweight);
}
}
return label;
}
ccl_device int shader_bsdf_sample_closure(KernelGlobals *kg,
ShaderData *sd,
const ShaderClosure *sc,
float randu,
float randv,
BsdfEval *bsdf_eval,
float3 *omega_in,
differential3 *domega_in,
float *pdf)
{
PROFILING_INIT(kg, PROFILING_CLOSURE_SAMPLE);
int label;
float3 eval = zero_float3();
*pdf = 0.0f;
label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if (*pdf != 0.0f)
bsdf_eval_init(bsdf_eval, sc->type, eval * sc->weight, kernel_data.film.use_light_pass);
return label;
}
ccl_device float shader_bsdf_average_roughness(ShaderData *sd)
{
float roughness = 0.0f;
float sum_weight = 0.0f;
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF(sc->type)) {
/* sqrt once to undo the squaring from multiplying roughness on the
* two axes, and once for the squared roughness convention. */
float weight = fabsf(average(sc->weight));
roughness += weight * sqrtf(safe_sqrtf(bsdf_get_roughness_squared(sc)));
sum_weight += weight;
}
}
return (sum_weight > 0.0f) ? roughness / sum_weight : 0.0f;
}
ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
{
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF(sc->type))
bsdf_blur(kg, sc, roughness);
}
}
ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, const ShaderData *sd)
{
if (sd->flag & SD_HAS_ONLY_VOLUME) {
return one_float3();
}
else if (sd->flag & SD_TRANSPARENT) {
return sd->closure_transparent_extinction;
}
else {
return zero_float3();
}
}
ccl_device void shader_bsdf_disable_transparency(KernelGlobals *kg, ShaderData *sd)
{
if (sd->flag & SD_TRANSPARENT) {
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
sc->sample_weight = 0.0f;
sc->weight = zero_float3();
}
}
sd->flag &= ~SD_TRANSPARENT;
}
}
ccl_device float3 shader_bsdf_alpha(KernelGlobals *kg, ShaderData *sd)
{
float3 alpha = one_float3() - shader_bsdf_transparency(kg, sd);
alpha = max(alpha, zero_float3());
alpha = min(alpha, one_float3());
return alpha;
}
ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = zero_float3();
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF_DIFFUSE(sc->type) || CLOSURE_IS_BSSRDF(sc->type) ||
CLOSURE_IS_BSDF_BSSRDF(sc->type))
eval += sc->weight;
}
return eval;
}
ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = zero_float3();
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;
}
ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
{
float3 eval = zero_float3();
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;
}
ccl_device float3 shader_bsdf_average_normal(KernelGlobals *kg, ShaderData *sd)
{
float3 N = zero_float3();
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type))
N += sc->N * fabsf(average(sc->weight));
}
return (is_zero(N)) ? sd->N : normalize(N);
}
ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N_)
{
float3 eval = zero_float3();
float3 N = zero_float3();
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
const DiffuseBsdf *bsdf = (const DiffuseBsdf *)sc;
eval += sc->weight * ao_factor;
N += bsdf->N * fabsf(average(sc->weight));
}
}
*N_ = (is_zero(N)) ? sd->N : normalize(N);
return eval;
}
#ifdef __SUBSURFACE__
ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_blur_)
{
float3 eval = zero_float3();
float3 N = zero_float3();
float texture_blur = 0.0f, weight_sum = 0.0f;
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_BSSRDF(sc->type)) {
const Bssrdf *bssrdf = (const Bssrdf *)sc;
float avg_weight = fabsf(average(sc->weight));
N += bssrdf->N * avg_weight;
eval += sc->weight;
texture_blur += bssrdf->texture_blur * avg_weight;
weight_sum += avg_weight;
}
}
if (N_)
*N_ = (is_zero(N)) ? sd->N : normalize(N);
if (texture_blur_)
*texture_blur_ = safe_divide(texture_blur, weight_sum);
return eval;
}
#endif /* __SUBSURFACE__ */
/* Constant emission optimization */
ccl_device bool shader_constant_emission_eval(KernelGlobals *kg, int shader, float3 *eval)
{
int shader_index = shader & SHADER_MASK;
int shader_flag = kernel_tex_fetch(__shaders, shader_index).flags;
if (shader_flag & SD_HAS_CONSTANT_EMISSION) {
*eval = make_float3(kernel_tex_fetch(__shaders, shader_index).constant_emission[0],
kernel_tex_fetch(__shaders, shader_index).constant_emission[1],
kernel_tex_fetch(__shaders, shader_index).constant_emission[2]);
return true;
}
return false;
}
/* Background */
ccl_device float3 shader_background_eval(ShaderData *sd)
{
if (sd->flag & SD_EMISSION) {
return sd->closure_emission_background;
}
else {
return zero_float3();
}
}
/* Emission */
ccl_device float3 shader_emissive_eval(ShaderData *sd)
{
if (sd->flag & SD_EMISSION) {
return emissive_simple_eval(sd->Ng, sd->I) * sd->closure_emission_background;
}
else {
return zero_float3();
}
}
/* Holdout */
ccl_device float3 shader_holdout_apply(KernelGlobals *kg, ShaderData *sd)
{
float3 weight = zero_float3();
/* For objects marked as holdout, preserve transparency and remove all other
* closures, replacing them with a holdout weight. */
if (sd->object_flag & SD_OBJECT_HOLDOUT_MASK) {
if ((sd->flag & SD_TRANSPARENT) && !(sd->flag & SD_HAS_ONLY_VOLUME)) {
weight = one_float3() - sd->closure_transparent_extinction;
for (int i = 0; i < sd->num_closure; i++) {
ShaderClosure *sc = &sd->closure[i];
if (!CLOSURE_IS_BSDF_TRANSPARENT(sc->type)) {
sc->type = NBUILTIN_CLOSURES;
}
}
sd->flag &= ~(SD_CLOSURE_FLAGS - (SD_TRANSPARENT | SD_BSDF));
}
else {
weight = one_float3();
}
}
else {
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;
}
/* Surface Evaluation */
ccl_device void shader_eval_surface(KernelGlobals *kg,
ShaderData *sd,
ccl_addr_space PathState *state,
ccl_global float *buffer,
int path_flag)
{
PROFILING_INIT(kg, PROFILING_SHADER_EVAL);
/* If path is being terminated, we are tracing a shadow ray or evaluating
* emission, then we don't need to store closures. The emission and shadow
* shader data also do not have a closure array to save GPU memory. */
int max_closures;
if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
max_closures = 0;
}
else {
max_closures = kernel_data.integrator.max_closures;
}
sd->num_closure = 0;
sd->num_closure_left = max_closures;
#ifdef __OSL__
if (kg->osl) {
if (sd->object == OBJECT_NONE && sd->lamp == LAMP_NONE) {
OSLShader::eval_background(kg, sd, state, path_flag);
}
else {
OSLShader::eval_surface(kg, sd, state, path_flag);
}
}
else
#endif
{
#ifdef __SVM__
svm_eval_nodes(kg, sd, state, buffer, SHADER_TYPE_SURFACE, path_flag);
#else
if (sd->object == OBJECT_NONE) {
sd->closure_emission_background = make_float3(0.8f, 0.8f, 0.8f);
sd->flag |= SD_EMISSION;
}
else {
DiffuseBsdf *bsdf = (DiffuseBsdf *)bsdf_alloc(
sd, sizeof(DiffuseBsdf), make_float3(0.8f, 0.8f, 0.8f));
if (bsdf != NULL) {
bsdf->N = sd->N;
sd->flag |= bsdf_diffuse_setup(bsdf);
}
}
#endif
}
if (sd->flag & SD_BSDF_NEEDS_LCG) {
sd->lcg_state = lcg_state_init_addrspace(state, 0xb4bc3953);
}
}
/* Volume */
#ifdef __VOLUME__
ccl_device_inline void _shader_volume_phase_multi_eval(const ShaderData *sd,
const float3 omega_in,
float *pdf,
int skip_phase,
BsdfEval *result_eval,
float sum_pdf,
float sum_sample_weight)
{
for (int i = 0; i < sd->num_closure; i++) {
if (i == skip_phase)
continue;
const ShaderClosure *sc = &sd->closure[i];
if (CLOSURE_IS_PHASE(sc->type)) {
float phase_pdf = 0.0f;
float3 eval = volume_phase_eval(sd, sc, omega_in, &phase_pdf);
if (phase_pdf != 0.0f) {
bsdf_eval_accum(result_eval, sc->type, eval, 1.0f);
sum_pdf += phase_pdf * sc->sample_weight;
}
sum_sample_weight += sc->sample_weight;
}
}
*pdf = (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
}
ccl_device void shader_volume_phase_eval(
KernelGlobals *kg, const ShaderData *sd, const float3 omega_in, BsdfEval *eval, float *pdf)
{
PROFILING_INIT(kg, PROFILING_CLOSURE_VOLUME_EVAL);
bsdf_eval_init(eval, NBUILTIN_CLOSURES, zero_float3(), kernel_data.film.use_light_pass);
_shader_volume_phase_multi_eval(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
}
ccl_device int shader_volume_phase_sample(KernelGlobals *kg,
const ShaderData *sd,
float randu,
float randv,
BsdfEval *phase_eval,
float3 *omega_in,
differential3 *domega_in,
float *pdf)
{
PROFILING_INIT(kg, PROFILING_CLOSURE_VOLUME_SAMPLE);
int sampled = 0;
if (sd->num_closure > 1) {
/* pick a phase closure based on sample weights */
float sum = 0.0f;
for (sampled = 0; sampled < sd->num_closure; sampled++) {
const ShaderClosure *sc = &sd->closure[sampled];
if (CLOSURE_IS_PHASE(sc->type))
sum += sc->sample_weight;
}
float r = randu * sum;
float partial_sum = 0.0f;
for (sampled = 0; sampled < sd->num_closure; sampled++) {
const ShaderClosure *sc = &sd->closure[sampled];
if (CLOSURE_IS_PHASE(sc->type)) {
float next_sum = partial_sum + sc->sample_weight;
if (r <= next_sum) {
/* Rescale to reuse for BSDF direction sample. */
randu = (r - partial_sum) / sc->sample_weight;
break;
}
partial_sum = next_sum;
}
}
if (sampled == sd->num_closure) {
*pdf = 0.0f;
return LABEL_NONE;
}
}
/* todo: this isn't quite correct, we don't weight anisotropy properly
* depending on color channels, even if this is perhaps not a common case */
const ShaderClosure *sc = &sd->closure[sampled];
int label;
float3 eval = zero_float3();
*pdf = 0.0f;
label = volume_phase_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if (*pdf != 0.0f) {
bsdf_eval_init(phase_eval, sc->type, eval, kernel_data.film.use_light_pass);
}
return label;
}
ccl_device int shader_phase_sample_closure(KernelGlobals *kg,
const ShaderData *sd,
const ShaderClosure *sc,
float randu,
float randv,
BsdfEval *phase_eval,
float3 *omega_in,
differential3 *domega_in,
float *pdf)
{
PROFILING_INIT(kg, PROFILING_CLOSURE_VOLUME_SAMPLE);
int label;
float3 eval = zero_float3();
*pdf = 0.0f;
label = volume_phase_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
if (*pdf != 0.0f)
bsdf_eval_init(phase_eval, sc->type, eval, kernel_data.film.use_light_pass);
return label;
}
/* Volume Evaluation */
ccl_device_inline void shader_eval_volume(KernelGlobals *kg,
ShaderData *sd,
ccl_addr_space PathState *state,
ccl_addr_space VolumeStack *stack,
int path_flag)
{
/* If path is being terminated, we are tracing a shadow ray or evaluating
* emission, then we don't need to store closures. The emission and shadow
* shader data also do not have a closure array to save GPU memory. */
int max_closures;
if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
max_closures = 0;
}
else {
max_closures = kernel_data.integrator.max_closures;
}
/* reset closures once at the start, we will be accumulating the closures
* for all volumes in the stack into a single array of closures */
sd->num_closure = 0;
sd->num_closure_left = max_closures;
sd->flag = 0;
sd->object_flag = 0;
for (int i = 0; stack[i].shader != SHADER_NONE; i++) {
/* setup shaderdata from stack. it's mostly setup already in
* shader_setup_from_volume, this switching should be quick */
sd->object = stack[i].object;
sd->lamp = LAMP_NONE;
sd->shader = stack[i].shader;
sd->flag &= ~SD_SHADER_FLAGS;
sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
sd->object_flag &= ~SD_OBJECT_FLAGS;
if (sd->object != OBJECT_NONE) {
sd->object_flag |= kernel_tex_fetch(__object_flag, sd->object);
# ifdef __OBJECT_MOTION__
/* todo: this is inefficient for motion blur, we should be
* caching matrices instead of recomputing them each step */
shader_setup_object_transforms(kg, sd, sd->time);
# endif
}
/* evaluate shader */
# ifdef __SVM__
# ifdef __OSL__
if (kg->osl) {
OSLShader::eval_volume(kg, sd, state, path_flag);
}
else
# endif
{
svm_eval_nodes(kg, sd, state, NULL, SHADER_TYPE_VOLUME, path_flag);
}
# endif
/* merge closures to avoid exceeding number of closures limit */
if (i > 0)
shader_merge_closures(sd);
}
}
#endif /* __VOLUME__ */
/* Displacement Evaluation */
ccl_device void shader_eval_displacement(KernelGlobals *kg,
ShaderData *sd,
ccl_addr_space PathState *state)
{
sd->num_closure = 0;
sd->num_closure_left = 0;
/* this will modify sd->P */
#ifdef __SVM__
# ifdef __OSL__
if (kg->osl)
OSLShader::eval_displacement(kg, sd, state);
else
# endif
{
svm_eval_nodes(kg, sd, state, NULL, SHADER_TYPE_DISPLACEMENT, 0);
}
#endif
}
/* Transparent Shadows */
#ifdef __TRANSPARENT_SHADOWS__
ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect)
{
int prim = kernel_tex_fetch(__prim_index, isect->prim);
int shader = 0;
# ifdef __HAIR__
if (isect->type & PRIMITIVE_ALL_TRIANGLE) {
# endif
shader = kernel_tex_fetch(__tri_shader, prim);
# ifdef __HAIR__
}
else {
float4 str = kernel_tex_fetch(__curves, prim);
shader = __float_as_int(str.z);
}
# endif
int flag = kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags;
return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
}
#endif /* __TRANSPARENT_SHADOWS__ */
ccl_device float shader_cryptomatte_id(KernelGlobals *kg, int shader)
{
return kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).cryptomatte_id;
}
CCL_NAMESPACE_END