blender/intern/cycles/kernel/svm/svm_closure.h
2012-06-09 17:22:52 +00:00

430 lines
12 KiB
C

/*
* 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_glossy_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract)
{
if(type == CLOSURE_BSDF_REFRACTION_ID) {
if(refract)
bsdf_refraction_setup(sd, sc, eta);
else
bsdf_reflection_setup(sd, sc);
}
else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) {
bsdf_microfacet_beckmann_setup(sd, sc, roughness, eta, refract);
}
else
bsdf_microfacet_ggx_setup(sd, sc, roughness, eta, refract);
}
__device_inline ShaderClosure *svm_node_closure_get(ShaderData *sd)
{
#ifdef __MULTI_CLOSURE__
ShaderClosure *sc = &sd->closure[sd->num_closure];
if(sd->num_closure < MAX_CLOSURE)
sd->num_closure++;
return sc;
#else
return &sd->closure;
#endif
}
__device_inline void svm_node_closure_set_mix_weight(ShaderClosure *sc, float mix_weight)
{
#ifdef __MULTI_CLOSURE__
sc->weight *= mix_weight;
sc->sample_weight = fabsf(average(sc->weight));
#endif
}
__device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag)
{
uint type, param1_offset, param2_offset;
#ifdef __MULTI_CLOSURE__
uint mix_weight_offset;
decode_node_uchar4(node.y, &type, &param1_offset, &param2_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, &param1_offset, &param2_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_BSDF_DIFFUSE_ID: {
ShaderClosure *sc = svm_node_closure_get(sd);
svm_node_closure_set_mix_weight(sc, mix_weight);
float roughness = param1;
if(roughness == 0.0f)
bsdf_diffuse_setup(sd, sc);
else
bsdf_oren_nayar_setup(sd, sc, roughness);
break;
}
case CLOSURE_BSDF_TRANSLUCENT_ID: {
ShaderClosure *sc = svm_node_closure_get(sd);
svm_node_closure_set_mix_weight(sc, mix_weight);
bsdf_translucent_setup(sd, sc);
break;
}
case CLOSURE_BSDF_TRANSPARENT_ID: {
ShaderClosure *sc = svm_node_closure_get(sd);
svm_node_closure_set_mix_weight(sc, mix_weight);
bsdf_transparent_setup(sd, 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(sd);
svm_node_closure_set_mix_weight(sc, mix_weight);
float roughness = param1;
/* setup bsdf */
if(type == CLOSURE_BSDF_REFLECTION_ID)
bsdf_reflection_setup(sd, sc);
else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID)
bsdf_microfacet_beckmann_setup(sd, sc, roughness, 1.0f, false);
else
bsdf_microfacet_ggx_setup(sd, sc, roughness, 1.0f, false);
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
/* index of refraction */
float eta = fmaxf(param2, 1.0f + 1e-5f);
eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
/* fresnel */
float cosNO = dot(sd->N, sd->I);
float fresnel = fresnel_dielectric_cos(cosNO, eta);
float roughness = param1;
#ifdef __MULTI_CLOSURE__
/* reflection */
ShaderClosure *sc = svm_node_closure_get(sd);
float3 weight = sc->weight;
float sample_weight = sc->sample_weight;
svm_node_closure_set_mix_weight(sc, mix_weight*fresnel);
svm_node_glossy_setup(sd, sc, type, eta, roughness, false);
/* refraction */
sc = svm_node_closure_get(sd);
sc->weight = weight;
sc->sample_weight = sample_weight;
svm_node_closure_set_mix_weight(sc, mix_weight*(1.0f - fresnel));
svm_node_glossy_setup(sd, sc, type, eta, roughness, true);
#else
ShaderClosure *sc = svm_node_closure_get(sd);
bool refract = (randb > fresnel);
svm_node_closure_set_mix_weight(sc, mix_weight);
svm_node_glossy_setup(sd, sc, type, eta, roughness, refract);
#endif
break;
}
#ifdef __DPDU__
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(sd);
svm_node_closure_set_mix_weight(sc, mix_weight);
float roughness_u = param1;
float roughness_v = param2;
bsdf_ward_setup(sd, sc, normalize(sd->dPdu), roughness_u, roughness_v);
break;
}
#endif
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
ShaderClosure *sc = svm_node_closure_get(sd);
svm_node_closure_set_mix_weight(sc, mix_weight);
/* sigma */
float sigma = clamp(param1, 0.0f, 1.0f);
bsdf_ashikhmin_velvet_setup(sd, sc, sigma);
break;
}
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, &param1_offset, &param2_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, &param1_offset, &param2_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(sd);
svm_node_closure_set_mix_weight(sc, mix_weight);
float density = param1;
volume_transparent_setup(sd, sc, density);
break;
}
case CLOSURE_VOLUME_ISOTROPIC_ID: {
ShaderClosure *sc = svm_node_closure_get(sd);
svm_node_closure_set_mix_weight(sc, mix_weight);
float density = param1;
volume_isotropic_setup(sd, 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;
ShaderClosure *sc = svm_node_closure_get(sd);
sc->weight *= mix_weight;
sc->type = CLOSURE_EMISSION_ID;
}
else {
ShaderClosure *sc = svm_node_closure_get(sd);
sc->type = CLOSURE_EMISSION_ID;
}
#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;
ShaderClosure *sc = svm_node_closure_get(sd);
sc->weight *= mix_weight;
sc->type = CLOSURE_BACKGROUND_ID;
}
else {
ShaderClosure *sc = svm_node_closure_get(sd);
sc->type = CLOSURE_BACKGROUND_ID;
}
#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;
ShaderClosure *sc = svm_node_closure_get(sd);
sc->weight = make_float3(mix_weight, mix_weight, mix_weight);
sc->type = CLOSURE_HOLDOUT_ID;
}
else {
ShaderClosure *sc = svm_node_closure_get(sd);
sc->weight = make_float3(1.0f, 1.0f, 1.0f);
sc->type = CLOSURE_HOLDOUT_ID;
}
#else
ShaderClosure *sc = &sd->closure;
sc->type = CLOSURE_HOLDOUT_ID;
#endif
sd->flag |= SD_HOLDOUT;
}
/* Closure Nodes */
__device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
{
#ifdef __MULTI_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
}
CCL_NAMESPACE_END