forked from bartvdbraak/blender
bd069a89aa
Added some extra tirckery to avoid background being tinted dark with transparent surface. Maybe a bit hacky, but seems to work fine.
1141 lines
28 KiB
C
1141 lines
28 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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/*
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* ShaderData, used in four steps:
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*
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* Setup from incoming ray, sampled position and background.
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* Execute for surface, volume or displacement.
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* Evaluate one or more closures.
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* Release.
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*
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*/
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#include "kernel/closure/alloc.h"
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#include "kernel/closure/bsdf_util.h"
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#include "kernel/closure/bsdf.h"
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#include "kernel/closure/emissive.h"
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#include "kernel/svm/svm.h"
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CCL_NAMESPACE_BEGIN
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/* ShaderData setup from incoming ray */
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#ifdef __OBJECT_MOTION__
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ccl_device void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, float time)
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{
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if(sd->object_flag & SD_OBJECT_MOTION) {
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sd->ob_tfm = object_fetch_transform_motion(kg, sd->object, time);
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sd->ob_itfm = transform_quick_inverse(sd->ob_tfm);
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}
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else {
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sd->ob_tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
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sd->ob_itfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
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}
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}
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#endif
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ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
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ShaderData *sd,
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const Intersection *isect,
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const Ray *ray)
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{
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#ifdef __INSTANCING__
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sd->object = (isect->object == PRIM_NONE)? kernel_tex_fetch(__prim_object, isect->prim): isect->object;
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#endif
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sd->type = isect->type;
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sd->flag = 0;
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sd->object_flag = kernel_tex_fetch(__object_flag,
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sd->object);
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/* matrices and time */
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#ifdef __OBJECT_MOTION__
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shader_setup_object_transforms(kg, sd, ray->time);
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sd->time = ray->time;
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#endif
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sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
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sd->ray_length = isect->t;
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#ifdef __UV__
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sd->u = isect->u;
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sd->v = isect->v;
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#endif
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#ifdef __HAIR__
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if(sd->type & PRIMITIVE_ALL_CURVE) {
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/* curve */
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float4 curvedata = kernel_tex_fetch(__curves, sd->prim);
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sd->shader = __float_as_int(curvedata.z);
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sd->P = curve_refine(kg, sd, isect, ray);
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}
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else
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#endif
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if(sd->type & PRIMITIVE_TRIANGLE) {
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/* static triangle */
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float3 Ng = triangle_normal(kg, sd);
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sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
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/* vectors */
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sd->P = triangle_refine(kg, sd, isect, ray);
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sd->Ng = Ng;
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sd->N = Ng;
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/* smooth normal */
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if(sd->shader & SHADER_SMOOTH_NORMAL)
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sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
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#ifdef __DPDU__
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/* dPdu/dPdv */
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triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
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#endif
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}
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else {
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/* motion triangle */
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motion_triangle_shader_setup(kg, sd, isect, ray, false);
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}
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sd->I = -ray->D;
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
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#ifdef __INSTANCING__
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if(isect->object != OBJECT_NONE) {
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/* instance transform */
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object_normal_transform_auto(kg, sd, &sd->N);
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object_normal_transform_auto(kg, sd, &sd->Ng);
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# ifdef __DPDU__
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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object_dir_transform_auto(kg, sd, &sd->dPdv);
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# endif
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}
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#endif
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/* backfacing test */
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bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
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if(backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t);
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differential_incoming(&sd->dI, ray->dD);
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differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
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#endif
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}
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/* ShaderData setup from BSSRDF scatter */
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#ifdef __SUBSURFACE__
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# ifndef __KERNEL_CUDA__
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ccl_device
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# else
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ccl_device_inline
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# endif
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void shader_setup_from_subsurface(
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KernelGlobals *kg,
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ShaderData *sd,
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const Intersection *isect,
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const Ray *ray)
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{
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const bool backfacing = sd->flag & SD_BACKFACING;
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/* object, matrices, time, ray_length stay the same */
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sd->flag = 0;
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sd->object_flag = kernel_tex_fetch(__object_flag, sd->object);
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sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
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sd->type = isect->type;
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# ifdef __UV__
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sd->u = isect->u;
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sd->v = isect->v;
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# endif
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/* fetch triangle data */
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if(sd->type == PRIMITIVE_TRIANGLE) {
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float3 Ng = triangle_normal(kg, sd);
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sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
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/* static triangle */
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sd->P = triangle_refine_subsurface(kg, sd, isect, ray);
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sd->Ng = Ng;
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sd->N = Ng;
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if(sd->shader & SHADER_SMOOTH_NORMAL)
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sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
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# ifdef __DPDU__
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/* dPdu/dPdv */
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triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
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# endif
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}
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else {
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/* motion triangle */
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motion_triangle_shader_setup(kg, sd, isect, ray, true);
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}
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sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
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# ifdef __INSTANCING__
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if(isect->object != OBJECT_NONE) {
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/* instance transform */
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object_normal_transform_auto(kg, sd, &sd->N);
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object_normal_transform_auto(kg, sd, &sd->Ng);
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# ifdef __DPDU__
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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object_dir_transform_auto(kg, sd, &sd->dPdv);
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# endif
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}
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# endif
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/* backfacing test */
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if(backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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# ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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# endif
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}
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/* should not get used in principle as the shading will only use a diffuse
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* BSDF, but the shader might still access it */
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sd->I = sd->N;
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# ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
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/* don't modify dP and dI */
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# endif
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}
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#endif
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/* ShaderData setup from position sampled on mesh */
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ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
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ShaderData *sd,
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const float3 P,
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const float3 Ng,
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const float3 I,
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int shader, int object, int prim,
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float u, float v, float t,
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float time,
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bool object_space,
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int lamp)
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{
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/* vectors */
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sd->P = P;
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sd->N = Ng;
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sd->Ng = Ng;
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sd->I = I;
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sd->shader = shader;
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if(prim != PRIM_NONE)
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sd->type = PRIMITIVE_TRIANGLE;
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else if(lamp != LAMP_NONE)
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sd->type = PRIMITIVE_LAMP;
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else
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sd->type = PRIMITIVE_NONE;
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/* primitive */
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#ifdef __INSTANCING__
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sd->object = object;
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#endif
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/* currently no access to bvh prim index for strand sd->prim*/
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sd->prim = prim;
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#ifdef __UV__
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sd->u = u;
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sd->v = v;
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#endif
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sd->ray_length = t;
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sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
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sd->object_flag = 0;
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if(sd->object != OBJECT_NONE) {
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sd->object_flag |= kernel_tex_fetch(__object_flag,
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sd->object);
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#ifdef __OBJECT_MOTION__
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shader_setup_object_transforms(kg, sd, time);
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sd->time = time;
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}
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else if(lamp != LAMP_NONE) {
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sd->ob_tfm = lamp_fetch_transform(kg, lamp, false);
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sd->ob_itfm = lamp_fetch_transform(kg, lamp, true);
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#endif
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}
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/* transform into world space */
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if(object_space) {
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object_position_transform_auto(kg, sd, &sd->P);
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object_normal_transform_auto(kg, sd, &sd->Ng);
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sd->N = sd->Ng;
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object_dir_transform_auto(kg, sd, &sd->I);
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}
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if(sd->type & PRIMITIVE_TRIANGLE) {
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/* smooth normal */
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if(sd->shader & SHADER_SMOOTH_NORMAL) {
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sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
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#ifdef __INSTANCING__
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if(!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_normal_transform_auto(kg, sd, &sd->N);
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}
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#endif
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}
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/* dPdu/dPdv */
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#ifdef __DPDU__
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triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
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# ifdef __INSTANCING__
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if(!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
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object_dir_transform_auto(kg, sd, &sd->dPdu);
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object_dir_transform_auto(kg, sd, &sd->dPdv);
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}
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# endif
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#endif
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}
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else {
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#ifdef __DPDU__
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sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
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sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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/* backfacing test */
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if(sd->prim != PRIM_NONE) {
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bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
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if(backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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}
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#ifdef __RAY_DIFFERENTIALS__
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/* no ray differentials here yet */
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sd->dP = differential3_zero();
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sd->dI = differential3_zero();
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sd->du = differential_zero();
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sd->dv = differential_zero();
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#endif
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}
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/* ShaderData setup for displacement */
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ccl_device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
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int object, int prim, float u, float v)
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{
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float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f);
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int shader;
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triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
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/* force smooth shading for displacement */
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shader |= SHADER_SMOOTH_NORMAL;
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shader_setup_from_sample(kg, sd,
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P, Ng, I,
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shader, object, prim,
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u, v, 0.0f, 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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}
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/* ShaderData setup from ray into background */
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ccl_device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
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{
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/* vectors */
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sd->P = ray->D;
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sd->N = -ray->D;
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sd->Ng = -ray->D;
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sd->I = -ray->D;
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sd->shader = kernel_data.background.surface_shader;
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sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
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sd->object_flag = 0;
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#ifdef __OBJECT_MOTION__
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sd->time = ray->time;
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#endif
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sd->ray_length = 0.0f;
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#ifdef __INSTANCING__
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sd->object = PRIM_NONE;
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#endif
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sd->prim = PRIM_NONE;
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#ifdef __UV__
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sd->u = 0.0f;
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sd->v = 0.0f;
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#endif
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#ifdef __DPDU__
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/* dPdu/dPdv */
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sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
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sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
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#endif
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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sd->dP = ray->dD;
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differential_incoming(&sd->dI, sd->dP);
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sd->du = differential_zero();
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sd->dv = differential_zero();
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#endif
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}
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/* ShaderData setup from point inside volume */
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#ifdef __VOLUME__
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ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
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{
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/* vectors */
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sd->P = ray->P;
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sd->N = -ray->D;
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sd->Ng = -ray->D;
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sd->I = -ray->D;
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sd->shader = SHADER_NONE;
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sd->flag = 0;
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sd->object_flag = 0;
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#ifdef __OBJECT_MOTION__
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sd->time = ray->time;
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#endif
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sd->ray_length = 0.0f; /* todo: can we set this to some useful value? */
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#ifdef __INSTANCING__
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sd->object = PRIM_NONE; /* todo: fill this for texture coordinates */
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#endif
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sd->prim = PRIM_NONE;
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sd->type = PRIMITIVE_NONE;
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#ifdef __UV__
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sd->u = 0.0f;
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sd->v = 0.0f;
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#endif
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#ifdef __DPDU__
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/* dPdu/dPdv */
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sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
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sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
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#endif
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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sd->dP = ray->dD;
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differential_incoming(&sd->dI, sd->dP);
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sd->du = differential_zero();
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sd->dv = differential_zero();
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#endif
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/* for NDC coordinates */
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sd->ray_P = ray->P;
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sd->ray_dP = ray->dP;
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}
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#endif
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/* Merging */
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#if defined(__BRANCHED_PATH__) || defined(__VOLUME__)
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ccl_device_inline void shader_merge_closures(ShaderData *sd)
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{
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/* merge identical closures, better when we sample a single closure at a time */
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sci = &sd->closure[i];
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for(int j = i + 1; j < sd->num_closure; j++) {
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ShaderClosure *scj = &sd->closure[j];
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if(sci->type != scj->type)
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continue;
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if(!bsdf_merge(sci, scj))
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continue;
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sci->weight += scj->weight;
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sci->sample_weight += scj->sample_weight;
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int size = sd->num_closure - (j+1);
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if(size > 0) {
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for(int k = 0; k < size; k++) {
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scj[k] = scj[k+1];
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}
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}
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sd->num_closure--;
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kernel_assert(sd->num_closure >= 0);
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j--;
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}
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}
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}
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#endif
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/* BSDF */
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ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, ShaderData *sd, const float3 omega_in, float *pdf,
|
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int skip_bsdf, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight)
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{
|
|
/* 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++) {
|
|
if(i == skip_bsdf)
|
|
continue;
|
|
|
|
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) {
|
|
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
|
|
|
|
|
|
#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)
|
|
{
|
|
bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), 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, -1, eval, 0.0f, 0.0f);
|
|
if(use_mis) {
|
|
float weight = power_heuristic(light_pdf, pdf);
|
|
bsdf_eval_mis(eval, weight);
|
|
}
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
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 += sc->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;
|
|
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, sampled, 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)
|
|
{
|
|
int label;
|
|
float3 eval;
|
|
|
|
*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 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 make_float3(1.0f, 1.0f, 1.0f);
|
|
|
|
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(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
|
|
eval += sc->weight;
|
|
}
|
|
|
|
return eval;
|
|
}
|
|
|
|
ccl_device void shader_bsdf_disable_transparency(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
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 = make_float3(0.0f, 0.0f, 0.0f);
|
|
}
|
|
}
|
|
}
|
|
|
|
ccl_device float3 shader_bsdf_alpha(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
float3 alpha = make_float3(1.0f, 1.0f, 1.0f) - shader_bsdf_transparency(kg, sd);
|
|
|
|
alpha = max(alpha, make_float3(0.0f, 0.0f, 0.0f));
|
|
alpha = min(alpha, make_float3(1.0f, 1.0f, 1.0f));
|
|
|
|
return alpha;
|
|
}
|
|
|
|
ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
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;
|
|
}
|
|
|
|
ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
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;
|
|
}
|
|
|
|
ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
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;
|
|
}
|
|
|
|
ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
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_BSSRDF(sc->type) || CLOSURE_IS_BSDF_BSSRDF(sc->type))
|
|
eval += sc->weight;
|
|
}
|
|
|
|
return eval;
|
|
}
|
|
|
|
ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N_)
|
|
{
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
float3 N = 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)) {
|
|
const DiffuseBsdf *bsdf = (const DiffuseBsdf*)sc;
|
|
eval += sc->weight*ao_factor;
|
|
N += bsdf->N*average(sc->weight);
|
|
}
|
|
else if(CLOSURE_IS_AMBIENT_OCCLUSION(sc->type)) {
|
|
eval += sc->weight;
|
|
N += sd->N*average(sc->weight);
|
|
}
|
|
}
|
|
|
|
if(is_zero(N))
|
|
N = sd->N;
|
|
else
|
|
N = normalize(N);
|
|
|
|
*N_ = N;
|
|
return eval;
|
|
}
|
|
|
|
#ifdef __SUBSURFACE__
|
|
ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_blur_)
|
|
{
|
|
float3 eval = make_float3(0.0f, 0.0f, 0.0f);
|
|
float3 N = make_float3(0.0f, 0.0f, 0.0f);
|
|
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
|
|
|
|
/* Emission */
|
|
|
|
ccl_device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc)
|
|
{
|
|
return emissive_simple_eval(sd->Ng, sd->I);
|
|
}
|
|
|
|
ccl_device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
float3 eval;
|
|
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))
|
|
eval += emissive_eval(kg, sd, sc)*sc->weight;
|
|
}
|
|
|
|
return eval;
|
|
}
|
|
|
|
/* Holdout */
|
|
|
|
ccl_device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
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;
|
|
}
|
|
|
|
/* Surface Evaluation */
|
|
|
|
ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, RNG *rng,
|
|
ccl_addr_space PathState *state, float randb, int path_flag, ShaderContext ctx)
|
|
{
|
|
sd->num_closure = 0;
|
|
sd->num_closure_extra = 0;
|
|
sd->randb_closure = randb;
|
|
|
|
#ifdef __OSL__
|
|
if(kg->osl)
|
|
OSLShader::eval_surface(kg, sd, state, path_flag, ctx);
|
|
else
|
|
#endif
|
|
{
|
|
#ifdef __SVM__
|
|
svm_eval_nodes(kg, sd, state, SHADER_TYPE_SURFACE, path_flag);
|
|
#else
|
|
DiffuseBsdf *bsdf = (DiffuseBsdf*)bsdf_alloc(sd,
|
|
sizeof(DiffuseBsdf),
|
|
make_float3(0.8f, 0.8f, 0.8f));
|
|
bsdf->N = sd->N;
|
|
sd->flag |= bsdf_diffuse_setup(bsdf);
|
|
#endif
|
|
}
|
|
|
|
if(rng && (sd->flag & SD_BSDF_NEEDS_LCG)) {
|
|
sd->lcg_state = lcg_state_init(rng, state->rng_offset, state->sample, 0xb4bc3953);
|
|
}
|
|
}
|
|
|
|
/* Background Evaluation */
|
|
|
|
ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd,
|
|
ccl_addr_space PathState *state, int path_flag, ShaderContext ctx)
|
|
{
|
|
sd->num_closure = 0;
|
|
sd->num_closure_extra = 0;
|
|
sd->randb_closure = 0.0f;
|
|
|
|
#ifdef __SVM__
|
|
#ifdef __OSL__
|
|
if(kg->osl) {
|
|
OSLShader::eval_background(kg, sd, state, path_flag, ctx);
|
|
}
|
|
else
|
|
#endif
|
|
{
|
|
svm_eval_nodes(kg, sd, state, SHADER_TYPE_SURFACE, path_flag);
|
|
}
|
|
|
|
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
|
|
return make_float3(0.8f, 0.8f, 0.8f);
|
|
#endif
|
|
}
|
|
|
|
/* 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)
|
|
{
|
|
bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), 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)
|
|
{
|
|
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 = sd->randb_closure*sum;
|
|
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;
|
|
|
|
if(r <= sum)
|
|
break;
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
*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)
|
|
{
|
|
int label;
|
|
float3 eval;
|
|
|
|
*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,
|
|
ShaderContext ctx)
|
|
{
|
|
/* 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_extra = 0;
|
|
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->shader = stack[i].shader;
|
|
|
|
sd->flag &= ~SD_SHADER_FLAGS;
|
|
sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*SHADER_SIZE);
|
|
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, ctx);
|
|
}
|
|
else
|
|
# endif
|
|
{
|
|
svm_eval_nodes(kg, sd, state, SHADER_TYPE_VOLUME, path_flag);
|
|
}
|
|
#endif
|
|
|
|
/* merge closures to avoid exceeding number of closures limit */
|
|
if(i > 0)
|
|
shader_merge_closures(sd);
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
/* Displacement Evaluation */
|
|
|
|
ccl_device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, ShaderContext ctx)
|
|
{
|
|
sd->num_closure = 0;
|
|
sd->num_closure_extra = 0;
|
|
sd->randb_closure = 0.0f;
|
|
|
|
/* this will modify sd->P */
|
|
#ifdef __SVM__
|
|
# ifdef __OSL__
|
|
if(kg->osl)
|
|
OSLShader::eval_displacement(kg, sd, ctx);
|
|
else
|
|
# endif
|
|
{
|
|
svm_eval_nodes(kg, sd, state, 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(kernel_tex_fetch(__prim_type, isect->prim) & 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(__shader_flag, (shader & SHADER_MASK)*SHADER_SIZE);
|
|
|
|
return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
|
|
}
|
|
#endif
|
|
|
|
CCL_NAMESPACE_END
|
|
|