forked from bartvdbraak/blender
Brecht Van Lommel
eff3bd4e98
The same can be achieved by flipping normals on the mesh, but it can be convenient to do this in the shader.
737 lines
19 KiB
C
737 lines
19 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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/* Closure Nodes */
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ccl_device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract)
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{
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if(type == CLOSURE_BSDF_SHARP_GLASS_ID) {
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if(refract) {
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sc->data0 = eta;
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sc->data1 = 0.0f;
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sd->flag |= bsdf_refraction_setup(sc);
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}
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else
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sd->flag |= bsdf_reflection_setup(sc);
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}
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else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID) {
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sc->data0 = roughness;
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sc->data1 = eta;
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if(refract)
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sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc);
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else
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sd->flag |= bsdf_microfacet_beckmann_setup(sc);
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}
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else {
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sc->data0 = roughness;
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sc->data1 = eta;
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if(refract)
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sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc);
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else
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sd->flag |= bsdf_microfacet_ggx_setup(sc);
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}
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}
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ccl_device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, ClosureType type, float mix_weight)
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{
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#ifdef __MULTI_CLOSURE__
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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if(sd->num_closure < MAX_CLOSURE) {
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sc->weight *= mix_weight;
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sc->type = type;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sd->num_closure++;
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return sc;
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}
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return NULL;
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#else
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return &sd->closure;
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#endif
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}
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ccl_device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float mix_weight)
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{
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#ifdef __MULTI_CLOSURE__
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = sc->weight * mix_weight;
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float sample_weight = fabsf(average(weight));
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if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) {
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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sd->num_closure++;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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return sc;
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}
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return NULL;
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#else
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return &sd->closure;
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#endif
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}
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ccl_device_inline ShaderClosure *svm_node_closure_get_absorption(ShaderData *sd, float mix_weight)
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{
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#ifdef __MULTI_CLOSURE__
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = (make_float3(1.0f, 1.0f, 1.0f) - sc->weight) * mix_weight;
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float sample_weight = fabsf(average(weight));
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if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) {
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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sd->num_closure++;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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return sc;
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}
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return NULL;
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#else
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return &sd->closure;
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#endif
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}
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ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag, int *offset)
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{
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uint type, param1_offset, param2_offset;
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#ifdef __MULTI_CLOSURE__
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uint mix_weight_offset;
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, &mix_weight_offset);
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float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
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/* note we read this extra node before weight check, so offset is added */
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uint4 data_node = read_node(kg, offset);
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if(mix_weight == 0.0f)
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return;
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float3 N = stack_valid(data_node.x)? stack_load_float3(stack, data_node.x): sd->N;
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#else
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, NULL);
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float mix_weight = 1.0f;
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uint4 data_node = read_node(kg, offset);
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float3 N = stack_valid(data_node.x)? stack_load_float3(stack, data_node.x): sd->N;
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#endif
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float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
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float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
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switch(type) {
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case CLOSURE_BSDF_DIFFUSE_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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float roughness = param1;
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if(roughness == 0.0f) {
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sc->data0 = 0.0f;
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sc->data1 = 0.0f;
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sd->flag |= bsdf_diffuse_setup(sc);
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}
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else {
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sc->data0 = roughness;
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sc->data1 = 0.0f;
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sd->flag |= bsdf_oren_nayar_setup(sc);
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}
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}
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break;
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}
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case CLOSURE_BSDF_TRANSLUCENT_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->data0 = 0.0f;
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sc->data1 = 0.0f;
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sc->N = N;
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sd->flag |= bsdf_translucent_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_TRANSPARENT_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->data0 = 0.0f;
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sc->data1 = 0.0f;
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sc->N = N;
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sd->flag |= bsdf_transparent_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_REFLECTION_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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sc->data0 = param1;
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sc->data1 = 0.0f;
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/* setup bsdf */
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if(type == CLOSURE_BSDF_REFLECTION_ID)
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sd->flag |= bsdf_reflection_setup(sc);
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else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID)
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sd->flag |= bsdf_microfacet_beckmann_setup(sc);
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else
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sd->flag |= bsdf_microfacet_ggx_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_REFRACTION_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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sc->data0 = param1;
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float eta = fmaxf(param2, 1e-5f);
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sc->data1 = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
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/* setup bsdf */
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if(type == CLOSURE_BSDF_REFRACTION_ID)
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sd->flag |= bsdf_refraction_setup(sc);
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else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID)
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sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc);
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else
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sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_SHARP_GLASS_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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/* index of refraction */
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float eta = fmaxf(param2, 1e-5f);
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eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
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/* fresnel */
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float cosNO = dot(N, sd->I);
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float fresnel = fresnel_dielectric_cos(cosNO, eta);
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float roughness = param1;
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#ifdef __MULTI_CLOSURE__
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/* reflection */
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = sc->weight;
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float sample_weight = sc->sample_weight;
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sc = svm_node_closure_get_bsdf(sd, mix_weight*fresnel);
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if(sc) {
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sc->N = N;
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svm_node_glass_setup(sd, sc, type, eta, roughness, false);
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}
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/* refraction */
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sc = &sd->closure[sd->num_closure];
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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sc = svm_node_closure_get_bsdf(sd, mix_weight*(1.0f - fresnel));
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if(sc) {
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sc->N = N;
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svm_node_glass_setup(sd, sc, type, eta, roughness, true);
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}
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#else
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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bool refract = (randb > fresnel);
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svm_node_glass_setup(sd, sc, type, eta, roughness, refract);
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}
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#endif
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break;
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}
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case CLOSURE_BSDF_WARD_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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#ifdef __ANISOTROPIC__
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sc->T = stack_load_float3(stack, data_node.y);
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/* rotate tangent */
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float rotation = stack_load_float(stack, data_node.z);
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if(rotation != 0.0f)
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sc->T = rotate_around_axis(sc->T, sc->N, rotation * M_2PI_F);
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/* compute roughness */
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float roughness = param1;
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float anisotropy = clamp(param2, -0.99f, 0.99f);
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if(anisotropy < 0.0f) {
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sc->data0 = roughness/(1.0f + anisotropy);
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sc->data1 = roughness*(1.0f + anisotropy);
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}
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else {
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sc->data0 = roughness*(1.0f - anisotropy);
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sc->data1 = roughness/(1.0f - anisotropy);
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}
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sd->flag |= bsdf_ward_setup(sc);
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#else
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sd->flag |= bsdf_diffuse_setup(sc);
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#endif
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}
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break;
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}
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case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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/* sigma */
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sc->data0 = clamp(param1, 0.0f, 1.0f);
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sc->data1 = 0.0f;
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sd->flag |= bsdf_ashikhmin_velvet_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_DIFFUSE_TOON_ID:
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case CLOSURE_BSDF_GLOSSY_TOON_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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/* Normal, Size and Smooth */
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sc->N = N;
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sc->data0 = param1;
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sc->data1 = param2;
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if (type == CLOSURE_BSDF_DIFFUSE_TOON_ID)
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sd->flag |= bsdf_diffuse_toon_setup(sc);
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else
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sd->flag |= bsdf_glossy_toon_setup(sc);
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}
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break;
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}
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#ifdef __HAIR__
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case CLOSURE_BSDF_HAIR_REFLECTION_ID:
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case CLOSURE_BSDF_HAIR_TRANSMISSION_ID: {
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if(sd->flag & SD_BACKFACING && sd->segment != ~0) {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->weight = make_float3(1.0f,1.0f,1.0f);
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sc->N = N;
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sd->flag |= bsdf_transparent_setup(sc);
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}
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}
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else {
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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sc->data0 = param1;
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sc->data1 = param2;
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sc->offset = -stack_load_float(stack, data_node.z);
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if(sd->segment == ~0) {
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sc->T = normalize(sd->dPdv);
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sc->offset = 0.0f;
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}
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else
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sc->T = sd->dPdu;
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if(type == CLOSURE_BSDF_HAIR_REFLECTION_ID) {
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sd->flag |= bsdf_hair_reflection_setup(sc);
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}
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else {
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sd->flag |= bsdf_hair_transmission_setup(sc);
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}
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}
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}
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break;
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}
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#endif
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#ifdef __SUBSURFACE__
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case CLOSURE_BSSRDF_CUBIC_ID:
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case CLOSURE_BSSRDF_GAUSSIAN_ID: {
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = sc->weight * mix_weight;
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float sample_weight = fabsf(average(weight));
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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* getting lower and lower */
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if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
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param1 = 0.0f;
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if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure+2 < MAX_CLOSURE) {
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/* radius * scale */
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float3 radius = stack_load_float3(stack, data_node.z)*param1;
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/* sharpness */
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float sharpness = stack_load_float(stack, data_node.w);
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/* texture color blur */
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float texture_blur = param2;
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/* create one closure per color channel */
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if(fabsf(weight.x) > 0.0f) {
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sc->weight = make_float3(weight.x, 0.0f, 0.0f);
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sc->sample_weight = sample_weight;
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sc->data0 = radius.x;
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sc->data1 = texture_blur;
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sc->T.x = sharpness;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sc->N = N;
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sd->flag |= bssrdf_setup(sc, (ClosureType)type);
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sd->num_closure++;
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sc++;
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}
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if(fabsf(weight.y) > 0.0f) {
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sc->weight = make_float3(0.0f, weight.y, 0.0f);
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sc->sample_weight = sample_weight;
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sc->data0 = radius.y;
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sc->data1 = texture_blur;
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sc->T.x = sharpness;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sc->N = N;
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sd->flag |= bssrdf_setup(sc, (ClosureType)type);
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sd->num_closure++;
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sc++;
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}
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if(fabsf(weight.z) > 0.0f) {
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sc->weight = make_float3(0.0f, 0.0f, weight.z);
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sc->sample_weight = sample_weight;
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sc->data0 = radius.z;
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sc->data1 = texture_blur;
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sc->T.x = sharpness;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sc->N = N;
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sd->flag |= bssrdf_setup(sc, (ClosureType)type);
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sd->num_closure++;
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sc++;
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}
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}
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break;
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}
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#endif
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default:
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break;
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}
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}
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ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag)
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{
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#ifdef __VOLUME__
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uint type, param1_offset, param2_offset;
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#ifdef __MULTI_CLOSURE__
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uint mix_weight_offset;
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, &mix_weight_offset);
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float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
|
|
|
|
if(mix_weight == 0.0f)
|
|
return;
|
|
#else
|
|
decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, NULL);
|
|
float mix_weight = 1.0f;
|
|
#endif
|
|
|
|
float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
|
|
float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
|
|
float density = param1;
|
|
|
|
switch(type) {
|
|
case CLOSURE_VOLUME_ABSORPTION_ID: {
|
|
ShaderClosure *sc = svm_node_closure_get_absorption(sd, mix_weight * density);
|
|
|
|
if(sc) {
|
|
sd->flag |= volume_absorption_setup(sc);
|
|
}
|
|
break;
|
|
}
|
|
case CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID: {
|
|
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight * density);
|
|
|
|
if(sc) {
|
|
float g = param2;
|
|
sc->data0 = g;
|
|
sd->flag |= volume_henyey_greenstein_setup(sc);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
uint mix_weight_offset = node.y;
|
|
|
|
if(stack_valid(mix_weight_offset)) {
|
|
float mix_weight = stack_load_float(stack, mix_weight_offset);
|
|
|
|
if(mix_weight == 0.0f)
|
|
return;
|
|
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, mix_weight);
|
|
}
|
|
else
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, 1.0f);
|
|
#else
|
|
ShaderClosure *sc = &sd->closure;
|
|
sc->type = CLOSURE_EMISSION_ID;
|
|
#endif
|
|
|
|
sd->flag |= SD_EMISSION;
|
|
}
|
|
|
|
ccl_device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
uint mix_weight_offset = node.y;
|
|
|
|
if(stack_valid(mix_weight_offset)) {
|
|
float mix_weight = stack_load_float(stack, mix_weight_offset);
|
|
|
|
if(mix_weight == 0.0f)
|
|
return;
|
|
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, mix_weight);
|
|
}
|
|
else
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, 1.0f);
|
|
#else
|
|
ShaderClosure *sc = &sd->closure;
|
|
sc->type = CLOSURE_BACKGROUND_ID;
|
|
#endif
|
|
}
|
|
|
|
ccl_device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
uint mix_weight_offset = node.y;
|
|
|
|
if(stack_valid(mix_weight_offset)) {
|
|
float mix_weight = stack_load_float(stack, mix_weight_offset);
|
|
|
|
if(mix_weight == 0.0f)
|
|
return;
|
|
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_HOLDOUT_ID, mix_weight);
|
|
}
|
|
else
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_HOLDOUT_ID, 1.0f);
|
|
#else
|
|
ShaderClosure *sc = &sd->closure;
|
|
sc->type = CLOSURE_HOLDOUT_ID;
|
|
#endif
|
|
|
|
sd->flag |= SD_HOLDOUT;
|
|
}
|
|
|
|
ccl_device void svm_node_closure_ambient_occlusion(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
uint mix_weight_offset = node.y;
|
|
|
|
if(stack_valid(mix_weight_offset)) {
|
|
float mix_weight = stack_load_float(stack, mix_weight_offset);
|
|
|
|
if(mix_weight == 0.0f)
|
|
return;
|
|
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_AMBIENT_OCCLUSION_ID, mix_weight);
|
|
}
|
|
else
|
|
svm_node_closure_get_non_bsdf(sd, CLOSURE_AMBIENT_OCCLUSION_ID, 1.0f);
|
|
#else
|
|
ShaderClosure *sc = &sd->closure;
|
|
sc->type = CLOSURE_AMBIENT_OCCLUSION_ID;
|
|
#endif
|
|
|
|
sd->flag |= SD_AO;
|
|
}
|
|
|
|
/* Closure Nodes */
|
|
|
|
ccl_device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
if(sd->num_closure < MAX_CLOSURE)
|
|
sd->closure[sd->num_closure].weight = weight;
|
|
#else
|
|
sd->closure.weight = weight;
|
|
#endif
|
|
}
|
|
|
|
ccl_device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b)
|
|
{
|
|
float3 weight = make_float3(__uint_as_float(r), __uint_as_float(g), __uint_as_float(b));
|
|
svm_node_closure_store_weight(sd, weight);
|
|
}
|
|
|
|
ccl_device void svm_node_emission_set_weight_total(KernelGlobals *kg, ShaderData *sd, uint r, uint g, uint b)
|
|
{
|
|
float3 weight = make_float3(__uint_as_float(r), __uint_as_float(g), __uint_as_float(b));
|
|
|
|
if(sd->object != ~0)
|
|
weight /= object_surface_area(kg, sd->object);
|
|
|
|
svm_node_closure_store_weight(sd, weight);
|
|
}
|
|
|
|
ccl_device void svm_node_closure_weight(ShaderData *sd, float *stack, uint weight_offset)
|
|
{
|
|
float3 weight = stack_load_float3(stack, weight_offset);
|
|
|
|
svm_node_closure_store_weight(sd, weight);
|
|
}
|
|
|
|
ccl_device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
uint color_offset = node.y;
|
|
uint strength_offset = node.z;
|
|
uint total_power = node.w;
|
|
|
|
float strength = stack_load_float(stack, strength_offset);
|
|
float3 weight = stack_load_float3(stack, color_offset)*strength;
|
|
|
|
if(total_power && sd->object != ~0)
|
|
weight /= object_surface_area(kg, sd->object);
|
|
|
|
svm_node_closure_store_weight(sd, weight);
|
|
}
|
|
|
|
ccl_device void svm_node_mix_closure(ShaderData *sd, float *stack,
|
|
uint4 node, int *offset, float *randb)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
/* fetch weight from blend input, previous mix closures,
|
|
* and write to stack to be used by closure nodes later */
|
|
uint weight_offset, in_weight_offset, weight1_offset, weight2_offset;
|
|
decode_node_uchar4(node.y, &weight_offset, &in_weight_offset, &weight1_offset, &weight2_offset);
|
|
|
|
float weight = stack_load_float(stack, weight_offset);
|
|
weight = clamp(weight, 0.0f, 1.0f);
|
|
|
|
float in_weight = (stack_valid(in_weight_offset))? stack_load_float(stack, in_weight_offset): 1.0f;
|
|
|
|
if(stack_valid(weight1_offset))
|
|
stack_store_float(stack, weight1_offset, in_weight*(1.0f - weight));
|
|
if(stack_valid(weight2_offset))
|
|
stack_store_float(stack, weight2_offset, in_weight*weight);
|
|
#else
|
|
/* pick a closure and make the random number uniform over 0..1 again.
|
|
* closure 1 starts on the next node, for closure 2 the start is at an
|
|
* offset from the current node, so we jump */
|
|
uint weight_offset = node.y;
|
|
uint node_jump = node.z;
|
|
float weight = stack_load_float(stack, weight_offset);
|
|
weight = clamp(weight, 0.0f, 1.0f);
|
|
|
|
if(*randb < weight) {
|
|
*offset += node_jump;
|
|
*randb = *randb/weight;
|
|
}
|
|
else
|
|
*randb = (*randb - weight)/(1.0f - weight);
|
|
#endif
|
|
}
|
|
|
|
ccl_device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
|
|
uint node_jump, int *offset, float *randb, float *closure_weight)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
/* nothing to do, handled in compiler */
|
|
#else
|
|
/* pick one of the two closures with probability 0.5. sampling quality
|
|
* is not going to be great, for that we'd need to evaluate the weights
|
|
* of the two closures being added */
|
|
float weight = 0.5f;
|
|
|
|
if(*randb < weight) {
|
|
*offset += node_jump;
|
|
*randb = *randb/weight;
|
|
}
|
|
else
|
|
*randb = (*randb - weight)/(1.0f - weight);
|
|
|
|
*closure_weight *= 2.0f;
|
|
#endif
|
|
}
|
|
|
|
/* (Bump) normal */
|
|
|
|
ccl_device void svm_node_set_normal(KernelGlobals *kg, ShaderData *sd, float *stack, uint in_direction, uint out_normal)
|
|
{
|
|
float3 normal = stack_load_float3(stack, in_direction);
|
|
sd->N = normal;
|
|
stack_store_float3(stack, out_normal, normal);
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|