forked from bartvdbraak/blender
3ce32c3fec
didn't seem to break anything though.
608 lines
13 KiB
C
608 lines
13 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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/*
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* ShaderData, used in four steps:
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*
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* Setup from incoming ray, sampled position and background.
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* Execute for surface, volume or displacement.
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* Evaluate one or more closures.
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* Release.
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*
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*/
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#ifdef __OSL__
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#include "osl_shader.h"
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#else
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#include "svm/bsdf.h"
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#include "svm/emissive.h"
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#include "svm/volume.h"
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#include "svm/svm_bsdf.h"
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#include "svm/svm.h"
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#endif
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CCL_NAMESPACE_BEGIN
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/* ShaderData setup from incoming ray */
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__device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd,
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const Intersection *isect, const Ray *ray)
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{
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/* fetch triangle data */
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int prim = kernel_tex_fetch(__prim_index, isect->prim);
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float4 Ns = kernel_tex_fetch(__tri_normal, prim);
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float3 Ng = make_float3(Ns.x, Ns.y, Ns.z);
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int shader = __float_as_int(Ns.w);
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/* vectors */
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sd->P = bvh_triangle_refine(kg, isect, ray);
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sd->Ng = Ng;
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sd->N = Ng;
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sd->I = -ray->D;
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sd->shader = shader;
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/* triangle */
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#ifdef __INSTANCING__
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sd->object = isect->object;
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#endif
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sd->prim = prim;
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#ifdef __UV__
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sd->u = isect->u;
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sd->v = isect->v;
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#endif
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/* smooth normal */
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if(sd->shader & SHADER_SMOOTH_NORMAL)
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sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
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sd->flag = kernel_tex_fetch(__shader_flag, sd->shader & SHADER_MASK);
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#ifdef __DPDU__
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/* dPdu/dPdv */
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triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
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#endif
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#ifdef __INSTANCING__
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if(sd->object != ~0) {
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/* instance transform */
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object_normal_transform(kg, sd->object, &sd->N);
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object_normal_transform(kg, sd->object, &sd->Ng);
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#ifdef __DPDU__
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object_dir_transform(kg, sd->object, &sd->dPdu);
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object_dir_transform(kg, sd->object, &sd->dPdv);
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#endif
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}
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else {
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/* non-instanced object index */
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sd->object = kernel_tex_fetch(__prim_object, isect->prim);
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}
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#endif
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/* backfacing test */
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bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
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if(backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t);
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differential_incoming(&sd->dI, ray->dD);
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differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
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#endif
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}
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/* ShaderData setup from position sampled on mesh */
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__device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd,
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const float3 P, const float3 Ng, const float3 I,
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int shader, int object, int prim, float u, float v)
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{
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/* vectors */
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sd->P = P;
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sd->N = Ng;
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sd->Ng = Ng;
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sd->I = I;
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sd->shader = shader;
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/* primitive */
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#ifdef __INSTANCING__
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sd->object = object;
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#endif
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sd->prim = prim;
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#ifdef __UV__
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sd->u = u;
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sd->v = v;
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#endif
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/* detect instancing, for non-instanced the object index is -object-1 */
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#ifdef __INSTANCING__
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bool instanced = false;
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if(sd->prim != ~0) {
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if(sd->object >= 0)
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instanced = true;
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else
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#endif
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sd->object = ~sd->object;
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#ifdef __INSTANCING__
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}
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#endif
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/* smooth normal */
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if(sd->shader & SHADER_SMOOTH_NORMAL) {
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sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v);
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#ifdef __INSTANCING__
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if(instanced)
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object_normal_transform(kg, sd->object, &sd->N);
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#endif
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}
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sd->flag = kernel_tex_fetch(__shader_flag, sd->shader & SHADER_MASK);
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#ifdef __DPDU__
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/* dPdu/dPdv */
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if(sd->prim == ~0) {
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sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
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sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
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}
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else {
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triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim);
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#ifdef __INSTANCING__
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if(instanced) {
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object_dir_transform(kg, sd->object, &sd->dPdu);
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object_dir_transform(kg, sd->object, &sd->dPdv);
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}
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#endif
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}
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#endif
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/* backfacing test */
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if(sd->prim != ~0) {
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bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
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if(backfacing) {
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sd->flag |= SD_BACKFACING;
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sd->Ng = -sd->Ng;
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sd->N = -sd->N;
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#ifdef __DPDU__
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sd->dPdu = -sd->dPdu;
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sd->dPdv = -sd->dPdv;
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#endif
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}
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}
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#ifdef __RAY_DIFFERENTIALS__
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/* no ray differentials here yet */
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sd->dP.dx = make_float3(0.0f, 0.0f, 0.0f);
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sd->dP.dy = make_float3(0.0f, 0.0f, 0.0f);
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sd->dI.dx = make_float3(0.0f, 0.0f, 0.0f);
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sd->dI.dy = make_float3(0.0f, 0.0f, 0.0f);
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sd->du.dx = 0.0f;
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sd->du.dy = 0.0f;
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sd->dv.dx = 0.0f;
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sd->dv.dy = 0.0f;
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#endif
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}
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/* ShaderData setup for displacement */
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__device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd,
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int object, int prim, float u, float v)
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{
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float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f);
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int shader;
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P = triangle_point_MT(kg, prim, u, v);
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Ng = triangle_normal_MT(kg, prim, &shader);
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/* force smooth shading for displacement */
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shader |= SHADER_SMOOTH_NORMAL;
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/* watch out: no instance transform currently */
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shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v);
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}
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/* ShaderData setup from ray into background */
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__device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
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{
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/* vectors */
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sd->P = ray->D;
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sd->N = -sd->P;
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sd->Ng = -sd->P;
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sd->I = -sd->P;
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sd->shader = kernel_data.background.shader;
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sd->flag = kernel_tex_fetch(__shader_flag, sd->shader & SHADER_MASK);
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#ifdef __INSTANCING__
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sd->object = ~0;
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#endif
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sd->prim = ~0;
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#ifdef __UV__
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sd->u = 0.0f;
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sd->v = 0.0f;
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#endif
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#ifdef __DPDU__
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/* dPdu/dPdv */
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sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
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sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
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#endif
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#ifdef __RAY_DIFFERENTIALS__
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/* differentials */
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sd->dP = ray->dD;
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differential_incoming(&sd->dI, sd->dP);
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sd->du.dx = 0.0f;
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sd->du.dy = 0.0f;
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sd->dv.dx = 0.0f;
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sd->dv.dy = 0.0f;
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#endif
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}
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/* BSDF */
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#ifdef __MULTI_CLOSURE__
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__device_inline float3 _shader_bsdf_multi_eval(const ShaderData *sd, const float3 omega_in, float *pdf,
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int skip_bsdf, float3 sum_eval, float sum_pdf, float sum_sample_weight)
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{
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for(int i = 0; i< sd->num_closure; i++) {
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if(i == skip_bsdf)
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continue;
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const ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSDF(sc->type)) {
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float bsdf_pdf = 0.0f;
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#ifdef __OSL__
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float3 eval = OSLShader::bsdf_eval(sd, sc, omega_in, bsdf_pdf);
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#else
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float3 eval = svm_bsdf_eval(sd, sc, omega_in, &bsdf_pdf);
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#endif
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if(bsdf_pdf != 0.0f) {
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sum_eval += eval*sc->weight;
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sum_pdf += bsdf_pdf*sc->sample_weight;
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}
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sum_sample_weight += sc->sample_weight;
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}
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}
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*pdf = sum_pdf/sum_sample_weight;
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return sum_eval;
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}
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#endif
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__device float3 shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd,
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const float3 omega_in, float *pdf)
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{
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#ifdef __MULTI_CLOSURE__
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return _shader_bsdf_multi_eval(sd, omega_in, pdf, -1, make_float3(0.0f, 0.0f, 0.0f), 0.0f, 0.0f);
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#else
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const ShaderClosure *sc = &sd->closure;
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*pdf = 0.0f;
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return svm_bsdf_eval(sd, sc, omega_in, pdf)*sc->weight;
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#endif
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}
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__device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd,
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float randu, float randv, float3 *eval,
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float3 *omega_in, differential3 *domega_in, float *pdf)
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{
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#ifdef __MULTI_CLOSURE__
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int sampled = 0;
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if(sd->num_closure > 1) {
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/* pick a BSDF closure based on sample weights */
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float sum = 0.0f;
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for(sampled = 0; sampled < sd->num_closure; sampled++) {
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const ShaderClosure *sc = &sd->closure[sampled];
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if(CLOSURE_IS_BSDF(sc->type))
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sum += sc->sample_weight;
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}
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float r = sd->randb_closure*sum;
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sum = 0.0f;
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for(sampled = 0; sampled < sd->num_closure; sampled++) {
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const ShaderClosure *sc = &sd->closure[sampled];
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if(CLOSURE_IS_BSDF(sc->type)) {
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sum += sd->closure[sampled].sample_weight;
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if(r <= sum)
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break;
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}
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}
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if(sampled == sd->num_closure) {
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*pdf = 0.0f;
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return LABEL_NONE;
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}
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}
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const ShaderClosure *sc = &sd->closure[sampled];
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int label;
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*pdf = 0.0f;
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#ifdef __OSL__
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label = OSLShader::bsdf_sample(sd, sc, randu, randv, *eval, *omega_in, *domega_in, *pdf);
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#else
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label = svm_bsdf_sample(sd, sc, randu, randv, eval, omega_in, domega_in, pdf);
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#endif
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*eval *= sc->weight;
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if(sd->num_closure > 1 && *pdf != 0.0f) {
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float sweight = sc->sample_weight;
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*eval = _shader_bsdf_multi_eval(sd, *omega_in, pdf, sampled, *eval, *pdf*sweight, sweight);
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}
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return label;
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#else
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/* sample the single closure that we picked */
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*pdf = 0.0f;
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int label = svm_bsdf_sample(sd, &sd->closure, randu, randv, eval, omega_in, domega_in, pdf);
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*eval *= sd->closure.weight;
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return label;
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#endif
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}
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__device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
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{
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#ifndef __OSL__
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#ifdef __MULTI_CLOSURE__
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for(int i = 0; i< sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BSDF(sc->type))
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svm_bsdf_blur(sc, roughness);
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}
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#else
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svm_bsdf_blur(&sd->closure, roughness);
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#endif
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#endif
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}
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__device float3 shader_bsdf_transparency(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __MULTI_CLOSURE__
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(sc->type == CLOSURE_BSDF_TRANSPARENT_ID) // todo: make this work for osl
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eval += sc->weight;
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}
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return eval;
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#else
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if(sd->closure.type == CLOSURE_BSDF_TRANSPARENT_ID)
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return sd->closure.weight;
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else
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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/* Emission */
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__device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd)
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{
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float3 eval;
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#ifdef __MULTI_CLOSURE__
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eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_EMISSION(sc->type)) {
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#ifdef __OSL__
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eval += OSLShader::emissive_eval(sd)*sc->weight;
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#else
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eval += svm_emissive_eval(sd, sc)*sc->weight;
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#endif
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}
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}
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#else
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eval = svm_emissive_eval(sd, &sd->closure)*sd->closure.weight;
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#endif
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return eval;
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}
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/* Holdout */
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__device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
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{
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#ifdef __MULTI_CLOSURE__
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float3 weight = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i < sd->num_closure; i++) {
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ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_HOLDOUT(sc->type))
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weight += sc->weight;
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}
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return weight;
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#else
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if(sd->closure.type == CLOSURE_HOLDOUT_ID)
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return make_float3(1.0f, 1.0f, 1.0f);
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return make_float3(0.0f, 0.0f, 0.0f);
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#endif
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}
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/* Surface Evaluation */
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__device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
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float randb, int path_flag)
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{
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#ifdef __OSL__
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OSLShader::eval_surface(kg, sd, randb, path_flag);
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#else
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#ifdef __SVM__
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svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag);
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#else
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bsdf_diffuse_setup(sd, &sd->closure);
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sd->closure.weight = make_float3(0.8f, 0.8f, 0.8f);
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#endif
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#endif
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}
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/* Background Evaluation */
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__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag)
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{
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#ifdef __OSL__
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return OSLShader::eval_background(kg, sd, path_flag);
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#else
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#ifdef __SVM__
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svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag);
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#ifdef __MULTI_CLOSURE__
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float3 eval = make_float3(0.0f, 0.0f, 0.0f);
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for(int i = 0; i< sd->num_closure; i++) {
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const ShaderClosure *sc = &sd->closure[i];
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if(CLOSURE_IS_BACKGROUND(sc->type))
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eval += sc->weight;
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}
|
|
|
|
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
|
|
|
|
#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)) {
|
|
#ifdef __OSL__
|
|
eval += OSLShader::volume_eval_phase(sd, omega_in, omega_out);
|
|
#else
|
|
eval += volume_eval_phase(sd, sc, omega_in, omega_out);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
return eval;
|
|
#else
|
|
return volume_eval_phase(sd, &sd->closure, omega_in, omega_out);
|
|
#endif
|
|
}
|
|
|
|
/* Volume Evaluation */
|
|
|
|
__device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
|
|
float randb, int path_flag)
|
|
{
|
|
#ifdef __SVM__
|
|
#ifdef __OSL__
|
|
OSLShader::eval_volume(kg, sd, randb, path_flag);
|
|
#else
|
|
svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
/* Displacement Evaluation */
|
|
|
|
__device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
/* this will modify sd->P */
|
|
#ifdef __SVM__
|
|
#ifdef __OSL__
|
|
OSLShader::eval_displacement(kg, sd);
|
|
#else
|
|
svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
|
|
#endif
|
|
#endif
|
|
}
|
|
|
|
/* Transparent Shadows */
|
|
|
|
#ifdef __TRANSPARENT_SHADOWS__
|
|
__device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect)
|
|
{
|
|
int prim = kernel_tex_fetch(__prim_index, isect->prim);
|
|
float4 Ns = kernel_tex_fetch(__tri_normal, prim);
|
|
int shader = __float_as_int(Ns.w);
|
|
int flag = kernel_tex_fetch(__shader_flag, shader & SHADER_MASK);
|
|
|
|
return (flag & SD_HAS_SURFACE_TRANSPARENT) != 0;
|
|
}
|
|
#endif
|
|
|
|
/* Free ShaderData */
|
|
|
|
__device void shader_release(KernelGlobals *kg, ShaderData *sd)
|
|
{
|
|
#ifdef __OSL__
|
|
OSLShader::release(kg, sd);
|
|
#endif
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|
|
|