/* * 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. */ 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, ¶m1_offset, ¶m2_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.y)? stack_load_float3(stack, data_node.y): sd->N; #else decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, NULL); float mix_weight = 1.0f; uint4 data_node = read_node(kg, offset); float3 N = stack_valid(data_node.y)? stack_load_float3(stack, data_node.y): sd->N; #endif float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __int_as_float(node.z); float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __int_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.z); /* rotate tangent */ float rotation = stack_load_float(stack, data_node.w); if(rotation != 0.0f) sc->T = rotate_around_axis(sc->T, sc->N, rotation * 2.0f * M_PI_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; } #ifdef __SUBSURFACE__ case CLOSURE_BSSRDF_ID: { 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+2 < MAX_CLOSURE) { /* radius * scale */ float3 radius = stack_load_float3(stack, data_node.w)*param1; /* index of refraction */ float eta = fmaxf(param2, 1.0f + 1e-5f); /* 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 = eta; #ifdef __OSL__ sc->prim = NULL; #endif sc->N = N; sd->flag |= bssrdf_setup(sc); 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 = eta; #ifdef __OSL__ sc->prim = NULL; #endif sc->N = N; sd->flag |= bssrdf_setup(sc); 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 = eta; #ifdef __OSL__ sc->prim = NULL; #endif sc->N = N; sd->flag |= bssrdf_setup(sc); 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, ¶m1_offset, ¶m2_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, ¶m1_offset, ¶m2_offset, NULL); float mix_weight = 1.0f; #endif float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __int_as_float(node.z); //float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __int_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(__int_as_float(r), __int_as_float(g), __int_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(__int_as_float(r), __int_as_float(g), __int_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, * 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); 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 } __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 */ __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