blender/intern/cycles/kernel/svm/svm_ao.h
Patrick Mours 2b999c6a68 Cycles: change svm node decoding for more efficient code generation on GPU
These functions no longer accept NULL. They were renamed for clarity and to
avoid hidden merge issues.

Ref D5363
2019-08-26 10:26:53 +02:00

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