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

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/*
* Copyright 2011-2018 Blender Foundation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
CCL_NAMESPACE_BEGIN
ccl_device_noinline float svm_ao(KernelGlobals *kg,
ShaderData *sd,
float3 N,
ccl_addr_space PathState *state,
float max_dist,
int num_samples,
int flags)
{
if(flags & NODE_AO_GLOBAL_RADIUS) {
max_dist = kernel_data.background.ao_distance;
}
/* Early out if no sampling needed. */
if(max_dist <= 0.0f || num_samples < 1 || sd->object == OBJECT_NONE) {
return 1.0f;
}
if(flags & NODE_AO_INSIDE) {
N = -N;
}
float3 T, B;
make_orthonormals(N, &T, &B);
int unoccluded = 0;
for(int sample = 0; sample < num_samples; sample++) {
float disk_u, disk_v;
path_branched_rng_2D(kg, state->rng_hash, state, sample, num_samples,
PRNG_BEVEL_U, &disk_u, &disk_v);
float2 d = concentric_sample_disk(disk_u, disk_v);
float3 D = make_float3(d.x, d.y, safe_sqrtf(1.0f - dot(d, d)));
/* Create ray. */
Ray ray;
ray.P = ray_offset(sd->P, N);
ray.D = D.x*T + D.y*B + D.z*N;
ray.t = max_dist;
ray.time = sd->time;
if(flags & NODE_AO_ONLY_LOCAL) {
if(!scene_intersect_local(kg,
ray,
NULL,
sd->object,
NULL,
0)) {
unoccluded++;
}
}
else {
Intersection isect;
if(!scene_intersect(kg,
ray,
PATH_RAY_SHADOW_OPAQUE,
&isect,
NULL,
0.0f, 0.0f)) {
unoccluded++;
}
}
}
return ((float) unoccluded) / num_samples;
}
ccl_device void svm_node_ao(KernelGlobals *kg,
ShaderData *sd,
ccl_addr_space PathState *state,
float *stack,
uint4 node)
{
uint flags, dist_offset, normal_offset, out_ao_offset;
decode_node_uchar4(node.y, &flags, &dist_offset, &normal_offset, &out_ao_offset);
uint color_offset, out_color_offset, samples;
decode_node_uchar4(node.z, &color_offset, &out_color_offset, &samples, NULL);
float dist = stack_load_float_default(stack, dist_offset, node.w);
float3 normal = stack_valid(normal_offset)? stack_load_float3(stack, normal_offset): sd->N;
float ao = svm_ao(kg, sd, normal, state, dist, samples, flags);
if(stack_valid(out_ao_offset)) {
stack_store_float(stack, out_ao_offset, ao);
}
if(stack_valid(out_color_offset)) {
float3 color = stack_load_float3(stack, color_offset);
stack_store_float3(stack, out_color_offset, ao * color);
}
}
CCL_NAMESPACE_END