blender/intern/cycles/kernel/svm/svm_ao.h
2019-05-01 21:41:07 +10:00

106 lines
3.2 KiB
C

/*
* 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;
}
/* Can't raytrace from shaders like displacement, before BVH exists. */
if (kernel_data.bvh.bvh_layout == BVH_LAYOUT_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;
ray.dP = sd->dP;
ray.dD = differential3_zero();
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)) {
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