blender/intern/cycles/kernel/svm/svm_closure.h

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/*
* Copyright 2011-2013 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License
*/
CCL_NAMESPACE_BEGIN
/* Closure Nodes */
__device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract)
{
if(type == CLOSURE_BSDF_SHARP_GLASS_ID) {
if(refract) {
sc->data0 = eta;
sc->data1 = 0.0f;
sd->flag |= bsdf_refraction_setup(sc);
}
else
sd->flag |= bsdf_reflection_setup(sc);
}
else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID) {
sc->data0 = roughness;
sc->data1 = eta;
if(refract)
sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc);
else
sd->flag |= bsdf_microfacet_beckmann_setup(sc);
}
else {
sc->data0 = roughness;
sc->data1 = eta;
if(refract)
sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc);
else
sd->flag |= bsdf_microfacet_ggx_setup(sc);
}
}
__device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, ClosureType type, float mix_weight)
{
#ifdef __MULTI_CLOSURE__
ShaderClosure *sc = &sd->closure[sd->num_closure];
if(sd->num_closure < MAX_CLOSURE) {
sc->weight *= mix_weight;
sc->type = type;
#ifdef __OSL__
sc->prim = NULL;
#endif
sd->num_closure++;
return sc;
}
return NULL;
#else
return &sd->closure;
#endif
}
__device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float mix_weight)
{
#ifdef __MULTI_CLOSURE__
ShaderClosure *sc = &sd->closure[sd->num_closure];
float3 weight = sc->weight * mix_weight;
float sample_weight = fabsf(average(weight));
if(sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
sc->weight = weight;
sc->sample_weight = sample_weight;
sd->num_closure++;
#ifdef __OSL__
sc->prim = NULL;
#endif
return sc;
}
return NULL;
#else
return &sd->closure;
#endif
}
__device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag, int *offset)
{
uint type, param1_offset, param2_offset;
#ifdef __MULTI_CLOSURE__
uint mix_weight_offset;
decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, &mix_weight_offset);
float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
/* note we read this extra node before weight check, so offset is added */
uint4 data_node = read_node(kg, offset);
if(mix_weight == 0.0f)
return;
float3 N = stack_valid(data_node.x)? stack_load_float3(stack, data_node.x): sd->N;
#else
decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, NULL);
float mix_weight = 1.0f;
uint4 data_node = read_node(kg, offset);
float3 N = stack_valid(data_node.x)? stack_load_float3(stack, data_node.x): sd->N;
#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);
switch(type) {
case CLOSURE_BSDF_DIFFUSE_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
float roughness = param1;
if(roughness == 0.0f) {
sc->data0 = 0.0f;
sc->data1 = 0.0f;
sd->flag |= bsdf_diffuse_setup(sc);
}
else {
sc->data0 = roughness;
sc->data1 = 0.0f;
sd->flag |= bsdf_oren_nayar_setup(sc);
}
}
break;
}
case CLOSURE_BSDF_TRANSLUCENT_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->data0 = 0.0f;
sc->data1 = 0.0f;
sc->N = N;
sd->flag |= bsdf_translucent_setup(sc);
}
break;
}
case CLOSURE_BSDF_TRANSPARENT_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->data0 = 0.0f;
sc->data1 = 0.0f;
sc->N = N;
sd->flag |= bsdf_transparent_setup(sc);
}
break;
}
case CLOSURE_BSDF_REFLECTION_ID:
case CLOSURE_BSDF_MICROFACET_GGX_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_ID: {
#ifdef __CAUSTICS_TRICKS__
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
sc->data0 = param1;
sc->data1 = 0.0f;
/* setup bsdf */
if(type == CLOSURE_BSDF_REFLECTION_ID)
sd->flag |= bsdf_reflection_setup(sc);
else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID)
sd->flag |= bsdf_microfacet_beckmann_setup(sc);
else
sd->flag |= bsdf_microfacet_ggx_setup(sc);
}
break;
}
case CLOSURE_BSDF_REFRACTION_ID:
case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID: {
#ifdef __CAUSTICS_TRICKS__
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
sc->data0 = param1;
float eta = fmaxf(param2, 1.0f + 1e-5f);
sc->data1 = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
/* setup bsdf */
if(type == CLOSURE_BSDF_REFRACTION_ID)
sd->flag |= bsdf_refraction_setup(sc);
else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID)
sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc);
else
sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc);
}
break;
}
case CLOSURE_BSDF_SHARP_GLASS_ID:
case CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID: {
#ifdef __CAUSTICS_TRICKS__
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
/* index of refraction */
float eta = fmaxf(param2, 1.0f + 1e-5f);
eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
/* fresnel */
float cosNO = dot(N, sd->I);
float fresnel = fresnel_dielectric_cos(cosNO, eta);
float roughness = param1;
#ifdef __MULTI_CLOSURE__
/* reflection */
ShaderClosure *sc = &sd->closure[sd->num_closure];
float3 weight = sc->weight;
float sample_weight = sc->sample_weight;
sc = svm_node_closure_get_bsdf(sd, mix_weight*fresnel);
if(sc) {
sc->N = N;
svm_node_glass_setup(sd, sc, type, eta, roughness, false);
}
/* refraction */
sc = &sd->closure[sd->num_closure];
sc->weight = weight;
sc->sample_weight = sample_weight;
sc = svm_node_closure_get_bsdf(sd, mix_weight*(1.0f - fresnel));
if(sc) {
sc->N = N;
svm_node_glass_setup(sd, sc, type, eta, roughness, true);
}
#else
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
bool refract = (randb > fresnel);
svm_node_glass_setup(sd, sc, type, eta, roughness, refract);
}
#endif
break;
}
case CLOSURE_BSDF_WARD_ID: {
#ifdef __CAUSTICS_TRICKS__
if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
break;
#endif
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
#ifdef __ANISOTROPIC__
sc->T = stack_load_float3(stack, data_node.y);
/* rotate tangent */
float rotation = stack_load_float(stack, data_node.z);
if(rotation != 0.0f)
sc->T = rotate_around_axis(sc->T, sc->N, rotation * M_2PI_F);
/* compute roughness */
float roughness = param1;
float anisotropy = clamp(param2, -0.99f, 0.99f);
if(anisotropy < 0.0f) {
sc->data0 = roughness/(1.0f + anisotropy);
sc->data1 = roughness*(1.0f + anisotropy);
}
else {
sc->data0 = roughness*(1.0f - anisotropy);
sc->data1 = roughness/(1.0f - anisotropy);
}
sd->flag |= bsdf_ward_setup(sc);
#else
sd->flag |= bsdf_diffuse_setup(sc);
#endif
}
break;
}
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
/* sigma */
sc->data0 = clamp(param1, 0.0f, 1.0f);
sc->data1 = 0.0f;
sd->flag |= bsdf_ashikhmin_velvet_setup(sc);
}
break;
}
case CLOSURE_BSDF_DIFFUSE_TOON_ID:
case CLOSURE_BSDF_GLOSSY_TOON_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
/* Normal, Size and Smooth */
sc->N = N;
sc->data0 = param1;
sc->data1 = param2;
if (type == CLOSURE_BSDF_DIFFUSE_TOON_ID)
sd->flag |= bsdf_diffuse_toon_setup(sc);
else
sd->flag |= bsdf_glossy_toon_setup(sc);
}
break;
}
#ifdef __HAIR__
case CLOSURE_BSDF_HAIR_REFLECTION_ID:
case CLOSURE_BSDF_HAIR_TRANSMISSION_ID: {
if(sd->flag & SD_BACKFACING && sd->segment != ~0) {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->weight = make_float3(1.0f,1.0f,1.0f);
sc->N = N;
sd->flag |= bsdf_transparent_setup(sc);
}
}
else {
ShaderClosure *sc = &sd->closure[sd->num_closure];
sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
sc->N = N;
sc->data0 = param1;
sc->data1 = param2;
sc->offset = -stack_load_float(stack, data_node.z);
if(sd->segment == ~0) {
sc->T = normalize(sd->dPdv);
sc->offset = 0.0f;
}
else
sc->T = sd->dPdu;
if(type == CLOSURE_BSDF_HAIR_REFLECTION_ID) {
sd->flag |= bsdf_hair_reflection_setup(sc);
}
else {
sd->flag |= bsdf_hair_transmission_setup(sc);
}
}
}
break;
}
#endif
#ifdef __SUBSURFACE__
case CLOSURE_BSSRDF_CUBIC_ID:
case CLOSURE_BSSRDF_GAUSSIAN_ID: {
ShaderClosure *sc = &sd->closure[sd->num_closure];
float3 weight = sc->weight * mix_weight;
float sample_weight = fabsf(average(weight));
/* disable in case of diffuse ancestor, can't see it well then and
* adds considerably noise due to probabilities of continuing path
* getting lower and lower */
if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
param1 = 0.0f;
if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) {
/* radius * scale */
float3 radius = stack_load_float3(stack, data_node.z)*param1;
/* sharpness */
float sharpness = stack_load_float(stack, data_node.w);
/* texture color blur */
float texture_blur = param2;
/* create one closure per color channel */
if(fabsf(weight.x) > 0.0f) {
sc->weight = make_float3(weight.x, 0.0f, 0.0f);
sc->sample_weight = sample_weight;
sc->data0 = radius.x;
sc->data1 = texture_blur;
sc->T.x = sharpness;
#ifdef __OSL__
sc->prim = NULL;
#endif
sc->N = N;
sd->flag |= bssrdf_setup(sc, (ClosureType)type);
sd->num_closure++;
sc++;
}
if(fabsf(weight.y) > 0.0f) {
sc->weight = make_float3(0.0f, weight.y, 0.0f);
sc->sample_weight = sample_weight;
sc->data0 = radius.y;
sc->data1 = texture_blur;
sc->T.x = sharpness;
#ifdef __OSL__
sc->prim = NULL;
#endif
sc->N = N;
sd->flag |= bssrdf_setup(sc, (ClosureType)type);
sd->num_closure++;
sc++;
}
if(fabsf(weight.z) > 0.0f) {
sc->weight = make_float3(0.0f, 0.0f, weight.z);
sc->sample_weight = sample_weight;
sc->data0 = radius.z;
sc->data1 = texture_blur;
sc->T.x = sharpness;
#ifdef __OSL__
sc->prim = NULL;
#endif
sc->N = N;
sd->flag |= bssrdf_setup(sc, (ClosureType)type);
sd->num_closure++;
sc++;
}
}
break;
}
#endif
default:
break;
}
}
__device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag)
{
uint type, param1_offset, param2_offset;
#ifdef __MULTI_CLOSURE__
uint mix_weight_offset;
decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, &mix_weight_offset);
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, &param1_offset, &param2_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);
switch(type) {
case CLOSURE_VOLUME_TRANSPARENT_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
float density = param1;
sd->flag |= volume_transparent_setup(sc, density);
}
break;
}
case CLOSURE_VOLUME_ISOTROPIC_ID: {
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
if(sc) {
float density = param1;
sd->flag |= volume_isotropic_setup(sc, density);
}
break;
}
default:
break;
}
}
__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;
}
__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
}
__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;
}
__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 */
__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
}
__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);
}
__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);
}
__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);
}
__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);
}
__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,
2012-06-09 17:22:52 +00:00
* 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.
2012-06-09 17:22:52 +00:00
* 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
}
__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
2012-06-09 17:22:52 +00:00
* 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 */
__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