/* * Copyright 2011, Blender Foundation. * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ /* * ShaderData, used in four steps: * * Setup from incoming ray, sampled position and background. * Execute for surface, volume or displacement. * Evaluate one or more closures. * Release. * */ #include "closure/bsdf_util.h" #include "closure/bsdf.h" #include "closure/emissive.h" #include "closure/volume.h" #include "svm/svm.h" CCL_NAMESPACE_BEGIN /* ShaderData setup from incoming ray */ #ifdef __OBJECT_MOTION__ #if defined(__KERNEL_CUDA_VERSION__) && __KERNEL_CUDA_VERSION__ <= 42 __device_noinline #else __device #endif void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, float time) { /* note that this is a separate non-inlined function to work around crash * on CUDA sm 2.0, otherwise kernel execution crashes (compiler bug?) */ if(sd->flag & SD_OBJECT_MOTION) { sd->ob_tfm = object_fetch_transform_motion(kg, sd->object, time); sd->ob_itfm= transform_quick_inverse(sd->ob_tfm); } else { sd->ob_tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM); sd->ob_itfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM); } } #endif #if defined(__KERNEL_CUDA_VERSION__) && __KERNEL_CUDA_VERSION__ <= 42 __device_noinline #else __device #endif void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray, int bounce) { #ifdef __INSTANCING__ sd->object = (isect->object == ~0)? kernel_tex_fetch(__prim_object, isect->prim): isect->object; #endif sd->flag = kernel_tex_fetch(__object_flag, sd->object); /* matrices and time */ #ifdef __OBJECT_MOTION__ shader_setup_object_transforms(kg, sd, ray->time); sd->time = ray->time; #endif sd->prim = kernel_tex_fetch(__prim_index, isect->prim); sd->ray_length = isect->t; sd->ray_depth = bounce; #ifdef __HAIR__ if(kernel_tex_fetch(__prim_segment, isect->prim) != ~0) { /* Strand Shader setting*/ float4 curvedata = kernel_tex_fetch(__curves, sd->prim); sd->shader = __float_as_int(curvedata.z); sd->segment = isect->segment; float tcorr = isect->t; if(kernel_data.curve_kernel_data.curveflags & CURVE_KN_POSTINTERSECTCORRECTION) { tcorr = (isect->u < 0)? tcorr + sqrtf(isect->v) : tcorr - sqrtf(isect->v); sd->ray_length = tcorr; } sd->P = bvh_curve_refine(kg, sd, isect, ray, tcorr); } else { #endif /* fetch triangle data */ float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim); float3 Ng = make_float3(Ns.x, Ns.y, Ns.z); sd->shader = __float_as_int(Ns.w); #ifdef __HAIR__ sd->segment = ~0; /*elements for minimum hair width using transparency bsdf*/ /*sd->curve_transparency = 0.0f;*/ /*sd->curve_radius = 0.0f;*/ #endif #ifdef __UV__ sd->u = isect->u; sd->v = isect->v; #endif /* vectors */ sd->P = bvh_triangle_refine(kg, sd, isect, ray); sd->Ng = Ng; sd->N = Ng; /* smooth normal */ if(sd->shader & SHADER_SMOOTH_NORMAL) sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v); #ifdef __DPDU__ /* dPdu/dPdv */ triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim); #endif #ifdef __HAIR__ } #endif sd->I = -ray->D; sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2); #ifdef __INSTANCING__ if(isect->object != ~0) { /* instance transform */ object_normal_transform(kg, sd, &sd->N); object_normal_transform(kg, sd, &sd->Ng); #ifdef __DPDU__ object_dir_transform(kg, sd, &sd->dPdu); object_dir_transform(kg, sd, &sd->dPdv); #endif } #endif /* backfacing test */ bool backfacing = (dot(sd->Ng, sd->I) < 0.0f); if(backfacing) { sd->flag |= SD_BACKFACING; sd->Ng = -sd->Ng; sd->N = -sd->N; #ifdef __DPDU__ sd->dPdu = -sd->dPdu; sd->dPdv = -sd->dPdv; #endif } #ifdef __RAY_DIFFERENTIALS__ /* differentials */ differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t); differential_incoming(&sd->dI, ray->dD); differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng); #endif } /* ShaderData setup from BSSRDF scatter */ #ifdef __SUBSURFACE__ __device_inline void shader_setup_from_subsurface(KernelGlobals *kg, ShaderData *sd, const Intersection *isect, const Ray *ray) { bool backfacing = sd->flag & SD_BACKFACING; /* object, matrices, time, ray_length stay the same */ sd->flag = kernel_tex_fetch(__object_flag, sd->object); sd->prim = kernel_tex_fetch(__prim_index, isect->prim); #ifdef __HAIR__ if(kernel_tex_fetch(__prim_segment, isect->prim) != ~0) { /* Strand Shader setting*/ float4 curvedata = kernel_tex_fetch(__curves, sd->prim); sd->shader = __float_as_int(curvedata.z); sd->segment = isect->segment; float tcorr = isect->t; if(kernel_data.curve_kernel_data.curveflags & CURVE_KN_POSTINTERSECTCORRECTION) tcorr = (isect->u < 0)? tcorr + sqrtf(isect->v) : tcorr - sqrtf(isect->v); sd->P = bvh_curve_refine(kg, sd, isect, ray, tcorr); } else { #endif /* fetch triangle data */ float4 Ns = kernel_tex_fetch(__tri_normal, sd->prim); float3 Ng = make_float3(Ns.x, Ns.y, Ns.z); sd->shader = __float_as_int(Ns.w); #ifdef __HAIR__ sd->segment = ~0; #endif #ifdef __UV__ sd->u = isect->u; sd->v = isect->v; #endif /* vectors */ sd->P = bvh_triangle_refine(kg, sd, isect, ray); sd->Ng = Ng; sd->N = Ng; /* smooth normal */ if(sd->shader & SHADER_SMOOTH_NORMAL) sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v); #ifdef __DPDU__ /* dPdu/dPdv */ triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim); #endif #ifdef __HAIR__ } #endif sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2); #ifdef __INSTANCING__ if(isect->object != ~0) { /* instance transform */ object_normal_transform(kg, sd, &sd->N); object_normal_transform(kg, sd, &sd->Ng); #ifdef __DPDU__ object_dir_transform(kg, sd, &sd->dPdu); object_dir_transform(kg, sd, &sd->dPdv); #endif } #endif /* backfacing test */ if(backfacing) { sd->flag |= SD_BACKFACING; sd->Ng = -sd->Ng; sd->N = -sd->N; #ifdef __DPDU__ sd->dPdu = -sd->dPdu; sd->dPdv = -sd->dPdv; #endif } /* should not get used in principle as the shading will only use a diffuse * BSDF, but the shader might still access it */ sd->I = sd->N; #ifdef __RAY_DIFFERENTIALS__ /* differentials */ differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng); /* don't modify dP and dI */ #endif } #endif /* ShaderData setup from position sampled on mesh */ #if defined(__KERNEL_CUDA_VERSION__) && __KERNEL_CUDA_VERSION__ <= 42 __device_noinline #else __device #endif void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd, const float3 P, const float3 Ng, const float3 I, int shader, int object, int prim, float u, float v, float t, float time, int bounce, int segment) { /* vectors */ sd->P = P; sd->N = Ng; sd->Ng = Ng; sd->I = I; sd->shader = shader; #ifdef __HAIR__ sd->segment = segment; #endif /* primitive */ #ifdef __INSTANCING__ sd->object = object; #endif /* currently no access to bvh prim index for strand sd->prim - this will cause errors with needs fixing*/ sd->prim = prim; #ifdef __UV__ sd->u = u; sd->v = v; #endif sd->ray_length = t; sd->ray_depth = bounce; /* detect instancing, for non-instanced the object index is -object-1 */ #ifdef __INSTANCING__ bool instanced = false; if(sd->prim != ~0) { if(sd->object >= 0) instanced = true; else #endif sd->object = ~sd->object; #ifdef __INSTANCING__ } #endif sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2); if(sd->object != -1) { sd->flag |= kernel_tex_fetch(__object_flag, sd->object); #ifdef __OBJECT_MOTION__ shader_setup_object_transforms(kg, sd, time); } sd->time = time; #else } #endif /* smooth normal */ #ifdef __HAIR__ if(sd->shader & SHADER_SMOOTH_NORMAL && sd->segment == ~0) { sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v); #else if(sd->shader & SHADER_SMOOTH_NORMAL) { sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v); #endif #ifdef __INSTANCING__ if(instanced) object_normal_transform(kg, sd, &sd->N); #endif } #ifdef __DPDU__ /* dPdu/dPdv */ #ifdef __HAIR__ if(sd->prim == ~0 || sd->segment != ~0) { sd->dPdu = make_float3(0.0f, 0.0f, 0.0f); sd->dPdv = make_float3(0.0f, 0.0f, 0.0f); } #else if(sd->prim == ~0) { sd->dPdu = make_float3(0.0f, 0.0f, 0.0f); sd->dPdv = make_float3(0.0f, 0.0f, 0.0f); } #endif else { triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim); #ifdef __INSTANCING__ if(instanced) { object_dir_transform(kg, sd, &sd->dPdu); object_dir_transform(kg, sd, &sd->dPdv); } #endif } #endif /* backfacing test */ if(sd->prim != ~0) { bool backfacing = (dot(sd->Ng, sd->I) < 0.0f); if(backfacing) { sd->flag |= SD_BACKFACING; sd->Ng = -sd->Ng; sd->N = -sd->N; #ifdef __DPDU__ sd->dPdu = -sd->dPdu; sd->dPdv = -sd->dPdv; #endif } } #ifdef __RAY_DIFFERENTIALS__ /* no ray differentials here yet */ sd->dP = differential3_zero(); sd->dI = differential3_zero(); sd->du = differential_zero(); sd->dv = differential_zero(); #endif } /* ShaderData setup for displacement */ __device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd, int object, int prim, float u, float v) { float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f); int shader; P = triangle_point_MT(kg, prim, u, v); Ng = triangle_normal_MT(kg, prim, &shader); /* force smooth shading for displacement */ shader |= SHADER_SMOOTH_NORMAL; /* watch out: no instance transform currently */ shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v, 0.0f, TIME_INVALID, 0, ~0); } /* ShaderData setup from ray into background */ __device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray, int bounce) { /* vectors */ sd->P = ray->D; sd->N = -ray->D; sd->Ng = -ray->D; sd->I = -ray->D; sd->shader = kernel_data.background.shader; sd->flag = kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2); #ifdef __OBJECT_MOTION__ sd->time = ray->time; #endif sd->ray_length = 0.0f; sd->ray_depth = bounce; #ifdef __INSTANCING__ sd->object = ~0; #endif sd->prim = ~0; #ifdef __HAIR__ sd->segment = ~0; #endif #ifdef __UV__ sd->u = 0.0f; sd->v = 0.0f; #endif #ifdef __DPDU__ /* dPdu/dPdv */ sd->dPdu = make_float3(0.0f, 0.0f, 0.0f); sd->dPdv = make_float3(0.0f, 0.0f, 0.0f); #endif #ifdef __RAY_DIFFERENTIALS__ /* differentials */ sd->dP = ray->dD; differential_incoming(&sd->dI, sd->dP); sd->du = differential_zero(); sd->dv = differential_zero(); #endif /* for NDC coordinates */ sd->ray_P = ray->P; sd->ray_dP = ray->dP; } /* BSDF */ #ifdef __MULTI_CLOSURE__ __device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg, const ShaderData *sd, const float3 omega_in, float *pdf, int skip_bsdf, BsdfEval *result_eval, float sum_pdf, float sum_sample_weight) { 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); 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; } #endif __device void shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd, const float3 omega_in, BsdfEval *eval, float *pdf) { #ifdef __MULTI_CLOSURE__ bsdf_eval_init(eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass); return _shader_bsdf_multi_eval(kg, sd, omega_in, pdf, -1, eval, 0.0f, 0.0f); #else const ShaderClosure *sc = &sd->closure; *pdf = 0.0f; *eval = bsdf_eval(kg, sd, sc, omega_in, pdf)*sc->weight; #endif } __device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd, float randu, float randv, BsdfEval *bsdf_eval, float3 *omega_in, differential3 *domega_in, float *pdf) { #ifdef __MULTI_CLOSURE__ 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; #else /* sample the single closure that we picked */ *pdf = 0.0f; int label = bsdf_sample(kg, sd, &sd->closure, randu, randv, bsdf_eval, omega_in, domega_in, pdf); *bsdf_eval *= sd->closure.weight; return label; #endif } __device int shader_bsdf_sample_closure(KernelGlobals *kg, const 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; } __device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness) { #ifdef __MULTI_CLOSURE__ 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); } #else bsdf_blur(kg, &sd->closure, roughness); #endif } __device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ 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(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl eval += sc->weight; } return eval; #else if(sd->closure.type == CLOSURE_BSDF_TRANSPARENT_ID) return sd->closure.weight; else return make_float3(0.0f, 0.0f, 0.0f); #endif } __device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ 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; #else if(CLOSURE_IS_BSDF_DIFFUSE(sd->closure.type)) return sd->closure.weight; else return make_float3(0.0f, 0.0f, 0.0f); #endif } __device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ 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; #else if(CLOSURE_IS_BSDF_GLOSSY(sd->closure.type)) return sd->closure.weight; else return make_float3(0.0f, 0.0f, 0.0f); #endif } __device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ 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; #else if(CLOSURE_IS_BSDF_TRANSMISSION(sd->closure.type)) return sd->closure.weight; else return make_float3(0.0f, 0.0f, 0.0f); #endif } __device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N) { #ifdef __MULTI_CLOSURE__ float3 eval = make_float3(0.0f, 0.0f, 0.0f); *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)) { eval += sc->weight*ao_factor; *N += sc->N*average(sc->weight); } 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); return eval; #else *N = sd->N; if(CLOSURE_IS_BSDF_DIFFUSE(sd->closure.type)) return sd->closure.weight*ao_factor; else if(CLOSURE_IS_AMBIENT_OCCLUSION(sd->closure.type)) return sd->closure.weight; else return make_float3(0.0f, 0.0f, 0.0f); #endif } /* Emission */ __device float3 emissive_eval(KernelGlobals *kg, ShaderData *sd, ShaderClosure *sc) { #ifdef __OSL__ if(kg->osl && sc->prim) return OSLShader::emissive_eval(sd, sc); #endif return emissive_simple_eval(sd->Ng, sd->I); } __device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd) { float3 eval; #ifdef __MULTI_CLOSURE__ 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; } #else eval = emissive_eval(kg, sd, &sd->closure)*sd->closure.weight; #endif return eval; } /* Holdout */ __device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd) { #ifdef __MULTI_CLOSURE__ 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; #else if(sd->closure.type == CLOSURE_HOLDOUT_ID) return make_float3(1.0f, 1.0f, 1.0f); return make_float3(0.0f, 0.0f, 0.0f); #endif } /* Surface Evaluation */ __device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx) { #ifdef __OSL__ if (kg->osl) OSLShader::eval_surface(kg, sd, randb, path_flag, ctx); else #endif { #ifdef __SVM__ svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag); #else sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f); sd->closure.N = sd->N; sd->flag |= bsdf_diffuse_setup(&sd->closure); #endif } } /* Background Evaluation */ __device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx) { #ifdef __OSL__ if (kg->osl) return OSLShader::eval_background(kg, sd, path_flag, ctx); else #endif { #ifdef __SVM__ svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag); #ifdef __MULTI_CLOSURE__ 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 if(sd->closure.type == CLOSURE_BACKGROUND_ID) return sd->closure.weight; else return make_float3(0.0f, 0.0f, 0.0f); #endif #else return make_float3(0.8f, 0.8f, 0.8f); #endif } } /* Volume */ __device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd, float3 omega_in, float3 omega_out) { #ifdef __MULTI_CLOSURE__ 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_VOLUME(sc->type)) eval += volume_eval_phase(kg, sc, omega_in, omega_out); } return eval; #else return volume_eval_phase(kg, &sd->closure, omega_in, omega_out); #endif } /* Volume Evaluation */ __device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx) { #ifdef __SVM__ #ifdef __OSL__ if (kg->osl) OSLShader::eval_volume(kg, sd, randb, path_flag, ctx); else #endif svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag); #endif } /* Displacement Evaluation */ __device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx) { /* 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, SHADER_TYPE_DISPLACEMENT, 0.0f, 0); #endif } /* Transparent Shadows */ #ifdef __TRANSPARENT_SHADOWS__ __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_segment, isect->prim) == ~0) { #endif float4 Ns = kernel_tex_fetch(__tri_normal, prim); shader = __float_as_int(Ns.w); #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)*2); return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0; } #endif /* Merging */ #ifdef __NON_PROGRESSIVE__ __device void shader_merge_closures(KernelGlobals *kg, ShaderData *sd) { /* merge identical closures, better when we sample a single closure at a time */ for(int i = 0; i < sd->num_closure; i++) { ShaderClosure *sci = &sd->closure[i]; for(int j = i + 1; j < sd->num_closure; j++) { ShaderClosure *scj = &sd->closure[j]; #ifdef __OSL__ if(!sci->prim && !scj->prim && sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) { #else if(sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) { #endif sci->weight += scj->weight; sci->sample_weight += scj->sample_weight; int size = sd->num_closure - (j+1); if(size > 0) memmove(scj, scj+1, size*sizeof(ShaderClosure)); sd->num_closure--; j--; } } } } #endif CCL_NAMESPACE_END