forked from bartvdbraak/blender
2b999c6a68
These functions no longer accept NULL. They were renamed for clarity and to avoid hidden merge issues. Ref D5363
110 lines
3.3 KiB
C
110 lines
3.3 KiB
C
/*
|
|
* Copyright 2011-2018 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 __SHADER_RAYTRACE__
|
|
|
|
ccl_device_noinline float svm_ao(KernelGlobals *kg,
|
|
ShaderData *sd,
|
|
float3 N,
|
|
ccl_addr_space PathState *state,
|
|
float max_dist,
|
|
int num_samples,
|
|
int flags)
|
|
{
|
|
if (flags & NODE_AO_GLOBAL_RADIUS) {
|
|
max_dist = kernel_data.background.ao_distance;
|
|
}
|
|
|
|
/* Early out if no sampling needed. */
|
|
if (max_dist <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
|
|
return 1.0f;
|
|
}
|
|
|
|
/* Can't raytrace from shaders like displacement, before BVH exists. */
|
|
if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_NONE) {
|
|
return 1.0f;
|
|
}
|
|
|
|
if (flags & NODE_AO_INSIDE) {
|
|
N = -N;
|
|
}
|
|
|
|
float3 T, B;
|
|
make_orthonormals(N, &T, &B);
|
|
|
|
int unoccluded = 0;
|
|
for (int sample = 0; sample < num_samples; sample++) {
|
|
float disk_u, disk_v;
|
|
path_branched_rng_2D(
|
|
kg, state->rng_hash, state, sample, num_samples, PRNG_BEVEL_U, &disk_u, &disk_v);
|
|
|
|
float2 d = concentric_sample_disk(disk_u, disk_v);
|
|
float3 D = make_float3(d.x, d.y, safe_sqrtf(1.0f - dot(d, d)));
|
|
|
|
/* Create ray. */
|
|
Ray ray;
|
|
ray.P = ray_offset(sd->P, N);
|
|
ray.D = D.x * T + D.y * B + D.z * N;
|
|
ray.t = max_dist;
|
|
ray.time = sd->time;
|
|
ray.dP = sd->dP;
|
|
ray.dD = differential3_zero();
|
|
|
|
if (flags & NODE_AO_ONLY_LOCAL) {
|
|
if (!scene_intersect_local(kg, &ray, NULL, sd->object, NULL, 0)) {
|
|
unoccluded++;
|
|
}
|
|
}
|
|
else {
|
|
Intersection isect;
|
|
if (!scene_intersect(kg, &ray, PATH_RAY_SHADOW_OPAQUE, &isect)) {
|
|
unoccluded++;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ((float)unoccluded) / num_samples;
|
|
}
|
|
|
|
ccl_device void svm_node_ao(
|
|
KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, float *stack, uint4 node)
|
|
{
|
|
uint flags, dist_offset, normal_offset, out_ao_offset;
|
|
svm_unpack_node_uchar4(node.y, &flags, &dist_offset, &normal_offset, &out_ao_offset);
|
|
|
|
uint color_offset, out_color_offset, samples;
|
|
svm_unpack_node_uchar3(node.z, &color_offset, &out_color_offset, &samples);
|
|
|
|
float dist = stack_load_float_default(stack, dist_offset, node.w);
|
|
float3 normal = stack_valid(normal_offset) ? stack_load_float3(stack, normal_offset) : sd->N;
|
|
float ao = svm_ao(kg, sd, normal, state, dist, samples, flags);
|
|
|
|
if (stack_valid(out_ao_offset)) {
|
|
stack_store_float(stack, out_ao_offset, ao);
|
|
}
|
|
|
|
if (stack_valid(out_color_offset)) {
|
|
float3 color = stack_load_float3(stack, color_offset);
|
|
stack_store_float3(stack, out_color_offset, ao * color);
|
|
}
|
|
}
|
|
|
|
#endif /* __SHADER_RAYTRACE__ */
|
|
|
|
CCL_NAMESPACE_END
|