forked from bartvdbraak/blender
8cea610e74
compiler flags don't allow implicit double -> float casting. Code was added in rB8fbd71e.
485 lines
13 KiB
C++
485 lines
13 KiB
C++
/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License
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*/
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#include "background.h"
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#include "blackbody.h"
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#include "device.h"
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#include "graph.h"
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#include "light.h"
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#include "mesh.h"
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#include "nodes.h"
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#include "osl.h"
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#include "scene.h"
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#include "shader.h"
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#include "svm.h"
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#include "tables.h"
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#include "util_foreach.h"
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CCL_NAMESPACE_BEGIN
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/* Beckmann sampling precomputed table, see bsdf_microfacet.h */
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/* 2D slope distribution (alpha = 1.0) */
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static float beckmann_table_P22(const float slope_x, const float slope_y)
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{
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return expf(-(slope_x*slope_x + slope_y*slope_y));
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}
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/* maximal slope amplitude (range that contains 99.99% of the distribution) */
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static float beckmann_table_slope_max()
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{
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return 6.0;
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}
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static void beckmann_table_rows(float *table, int row_from, int row_to)
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{
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/* allocate temporary data */
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const int DATA_TMP_SIZE = 512;
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vector<double> slope_x(DATA_TMP_SIZE);
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vector<double> CDF_P22_omega_i(DATA_TMP_SIZE);
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/* loop over incident directions */
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for(int index_theta = row_from; index_theta < row_to; index_theta++) {
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/* incident vector */
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const float cos_theta = index_theta / (BECKMANN_TABLE_SIZE - 1.0f);
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const float sin_theta = safe_sqrtf(1.0f - cos_theta*cos_theta);
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/* for a given incident vector
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* integrate P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
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slope_x[0] = -beckmann_table_slope_max();
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CDF_P22_omega_i[0] = 0;
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for(int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x) {
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/* slope_x */
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slope_x[index_slope_x] = -beckmann_table_slope_max() + 2.0f * beckmann_table_slope_max() * index_slope_x/(DATA_TMP_SIZE - 1.0f);
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/* dot product with incident vector */
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float dot_product = fmaxf(0.0f, -(float)slope_x[index_slope_x]*sin_theta + cos_theta);
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/* marginalize P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
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float P22_omega_i = 0.0f;
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for(int j = 0; j < 100; ++j) {
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float slope_y = -beckmann_table_slope_max() + 2.0f * beckmann_table_slope_max() * j * (1.0f/99.0f);
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P22_omega_i += dot_product * beckmann_table_P22((float)slope_x[index_slope_x], slope_y);
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}
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/* CDF of P22_{omega_i}(x_slope, 1, 1), Eq. (10) */
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CDF_P22_omega_i[index_slope_x] = CDF_P22_omega_i[index_slope_x - 1] + P22_omega_i;
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}
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/* renormalize CDF_P22_omega_i */
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for(int index_slope_x = 1; index_slope_x < DATA_TMP_SIZE; ++index_slope_x)
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CDF_P22_omega_i[index_slope_x] /= CDF_P22_omega_i[DATA_TMP_SIZE - 1];
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/* loop over random number U1 */
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int index_slope_x = 0;
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for(int index_U = 0; index_U < BECKMANN_TABLE_SIZE; ++index_U) {
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const float U = 0.0000001f + 0.9999998f * index_U / (float)(BECKMANN_TABLE_SIZE - 1);
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/* inverse CDF_P22_omega_i, solve Eq.(11) */
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while(CDF_P22_omega_i[index_slope_x] <= U)
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++index_slope_x;
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const double interp =
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(CDF_P22_omega_i[index_slope_x] - U) /
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(CDF_P22_omega_i[index_slope_x] - CDF_P22_omega_i[index_slope_x - 1]);
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/* store value */
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table[index_U + index_theta*BECKMANN_TABLE_SIZE] = (float)(
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interp * slope_x[index_slope_x - 1]
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+ (1.0f-interp) * slope_x[index_slope_x]);
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}
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}
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}
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static void beckmann_table_build(vector<float>& table)
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{
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table.resize(BECKMANN_TABLE_SIZE*BECKMANN_TABLE_SIZE);
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/* multithreaded build */
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TaskPool pool;
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for(int i = 0; i < BECKMANN_TABLE_SIZE; i+=8)
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pool.push(function_bind(&beckmann_table_rows, &table[0], i, i+8));
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pool.wait_work();
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}
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/* Shader */
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Shader::Shader()
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{
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name = "";
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pass_id = 0;
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graph = NULL;
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graph_bump = NULL;
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use_mis = true;
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use_transparent_shadow = true;
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heterogeneous_volume = true;
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volume_sampling_method = 0;
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has_surface = false;
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has_surface_transparent = false;
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has_surface_emission = false;
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has_surface_bssrdf = false;
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has_converter_blackbody = false;
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has_volume = false;
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has_displacement = false;
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has_bssrdf_bump = false;
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has_heterogeneous_volume = false;
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used = false;
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need_update = true;
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need_update_attributes = true;
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}
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Shader::~Shader()
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{
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delete graph;
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delete graph_bump;
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}
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void Shader::set_graph(ShaderGraph *graph_)
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{
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/* do this here already so that we can detect if mesh or object attributes
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* are needed, since the node attribute callbacks check if their sockets
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* are connected but proxy nodes should not count */
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if(graph_)
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graph_->remove_unneeded_nodes();
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/* assign graph */
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delete graph;
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delete graph_bump;
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graph = graph_;
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graph_bump = NULL;
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}
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void Shader::tag_update(Scene *scene)
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{
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/* update tag */
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need_update = true;
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scene->shader_manager->need_update = true;
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/* if the shader previously was emissive, update light distribution,
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* if the new shader is emissive, a light manager update tag will be
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* done in the shader manager device update. */
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if(use_mis && has_surface_emission)
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scene->light_manager->need_update = true;
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/* quick detection of which kind of shaders we have to avoid loading
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* e.g. surface attributes when there is only a volume shader. this could
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* be more fine grained but it's better than nothing */
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OutputNode *output = graph->output();
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has_surface = has_surface || output->input("Surface")->link;
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has_volume = has_volume || output->input("Volume")->link;
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has_displacement = has_displacement || output->input("Displacement")->link;
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/* get requested attributes. this could be optimized by pruning unused
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* nodes here already, but that's the job of the shader manager currently,
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* and may not be so great for interactive rendering where you temporarily
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* disconnect a node */
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AttributeRequestSet prev_attributes = attributes;
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attributes.clear();
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foreach(ShaderNode *node, graph->nodes)
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node->attributes(this, &attributes);
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/* compare if the attributes changed, mesh manager will check
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* need_update_attributes, update the relevant meshes and clear it. */
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if(attributes.modified(prev_attributes)) {
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need_update_attributes = true;
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scene->mesh_manager->need_update = true;
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}
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}
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void Shader::tag_used(Scene *scene)
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{
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/* if an unused shader suddenly gets used somewhere, it needs to be
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* recompiled because it was skipped for compilation before */
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if(!used) {
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need_update = true;
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scene->shader_manager->need_update = true;
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}
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}
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/* Shader Manager */
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ShaderManager::ShaderManager()
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{
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need_update = true;
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blackbody_table_offset = TABLE_OFFSET_INVALID;
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beckmann_table_offset = TABLE_OFFSET_INVALID;
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}
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ShaderManager::~ShaderManager()
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{
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}
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ShaderManager *ShaderManager::create(Scene *scene, int shadingsystem)
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{
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ShaderManager *manager;
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#ifdef WITH_OSL
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if(shadingsystem == SHADINGSYSTEM_OSL)
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manager = new OSLShaderManager();
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else
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#endif
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manager = new SVMShaderManager();
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add_default(scene);
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return manager;
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}
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uint ShaderManager::get_attribute_id(ustring name)
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{
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/* get a unique id for each name, for SVM attribute lookup */
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AttributeIDMap::iterator it = unique_attribute_id.find(name);
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if(it != unique_attribute_id.end())
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return it->second;
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uint id = (uint)ATTR_STD_NUM + unique_attribute_id.size();
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unique_attribute_id[name] = id;
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return id;
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}
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uint ShaderManager::get_attribute_id(AttributeStandard std)
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{
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return (uint)std;
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}
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int ShaderManager::get_shader_id(uint shader, Mesh *mesh, bool smooth)
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{
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/* get a shader id to pass to the kernel */
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int id = shader*2;
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/* index depends bump since this setting is not in the shader */
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if(mesh && mesh->displacement_method != Mesh::DISPLACE_TRUE)
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id += 1;
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/* smooth flag */
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if(smooth)
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id |= SHADER_SMOOTH_NORMAL;
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/* default flags */
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id |= SHADER_CAST_SHADOW|SHADER_AREA_LIGHT;
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return id;
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}
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void ShaderManager::device_update_shaders_used(Scene *scene)
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{
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/* figure out which shaders are in use, so SVM/OSL can skip compiling them
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* for speed and avoid loading image textures into memory */
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foreach(Shader *shader, scene->shaders)
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shader->used = false;
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scene->shaders[scene->background->shader]->used = true;
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scene->shaders[scene->default_surface]->used = true;
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scene->shaders[scene->default_light]->used = true;
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scene->shaders[scene->default_background]->used = true;
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scene->shaders[scene->default_empty]->used = true;
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foreach(Mesh *mesh, scene->meshes)
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foreach(uint shader, mesh->used_shaders)
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scene->shaders[shader]->used = true;
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foreach(Light *light, scene->lights)
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scene->shaders[light->shader]->used = true;
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}
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void ShaderManager::device_update_common(Device *device, DeviceScene *dscene, Scene *scene, Progress& progress)
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{
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device->tex_free(dscene->shader_flag);
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dscene->shader_flag.clear();
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if(scene->shaders.size() == 0)
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return;
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uint shader_flag_size = scene->shaders.size()*4;
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uint *shader_flag = dscene->shader_flag.resize(shader_flag_size);
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uint i = 0;
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bool has_converter_blackbody = false;
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bool has_volumes = false;
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bool has_transparent_shadows = false;
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foreach(Shader *shader, scene->shaders) {
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uint flag = 0;
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if(shader->use_mis)
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flag |= SD_USE_MIS;
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if(shader->has_surface_transparent && shader->use_transparent_shadow)
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flag |= SD_HAS_TRANSPARENT_SHADOW;
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if(shader->has_volume) {
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flag |= SD_HAS_VOLUME;
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has_volumes = true;
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/* in this case we can assume transparent surface */
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if(!shader->has_surface)
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flag |= SD_HAS_ONLY_VOLUME;
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/* todo: this could check more fine grained, to skip useless volumes
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* enclosed inside an opaque bsdf, although we still need to handle
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* the case with camera inside volumes too */
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flag |= SD_HAS_TRANSPARENT_SHADOW;
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}
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if(shader->heterogeneous_volume && shader->has_heterogeneous_volume)
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flag |= SD_HETEROGENEOUS_VOLUME;
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if(shader->has_bssrdf_bump)
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flag |= SD_HAS_BSSRDF_BUMP;
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if(shader->has_converter_blackbody)
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has_converter_blackbody = true;
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if(shader->volume_sampling_method == 1)
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flag |= SD_VOLUME_EQUIANGULAR;
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if(shader->volume_sampling_method == 2)
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flag |= SD_VOLUME_MIS;
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/* regular shader */
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shader_flag[i++] = flag;
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shader_flag[i++] = shader->pass_id;
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/* shader with bump mapping */
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if(shader->graph_bump)
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flag |= SD_HAS_BSSRDF_BUMP;
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shader_flag[i++] = flag;
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shader_flag[i++] = shader->pass_id;
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/* Check if we need transparent shadows */
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if(flag & SD_HAS_TRANSPARENT_SHADOW)
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has_transparent_shadows = true;
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}
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device->tex_alloc("__shader_flag", dscene->shader_flag);
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/* blackbody lookup table */
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KernelTables *ktables = &dscene->data.tables;
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if(has_converter_blackbody && blackbody_table_offset == TABLE_OFFSET_INVALID) {
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vector<float> table = blackbody_table();
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blackbody_table_offset = scene->lookup_tables->add_table(dscene, table);
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ktables->blackbody_offset = (int)blackbody_table_offset;
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}
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else if(!has_converter_blackbody && blackbody_table_offset != TABLE_OFFSET_INVALID) {
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scene->lookup_tables->remove_table(blackbody_table_offset);
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blackbody_table_offset = TABLE_OFFSET_INVALID;
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}
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/* beckmann lookup table */
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if(beckmann_table_offset == TABLE_OFFSET_INVALID) {
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vector<float> table;
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beckmann_table_build(table);
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beckmann_table_offset = scene->lookup_tables->add_table(dscene, table);
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ktables->beckmann_offset = (int)beckmann_table_offset;
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}
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/* integrator */
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KernelIntegrator *kintegrator = &dscene->data.integrator;
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kintegrator->use_volumes = has_volumes;
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kintegrator->transparent_shadows = has_transparent_shadows;
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}
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void ShaderManager::device_free_common(Device *device, DeviceScene *dscene, Scene *scene)
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{
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if(blackbody_table_offset != TABLE_OFFSET_INVALID) {
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scene->lookup_tables->remove_table(blackbody_table_offset);
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blackbody_table_offset = TABLE_OFFSET_INVALID;
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}
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if(beckmann_table_offset != TABLE_OFFSET_INVALID) {
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scene->lookup_tables->remove_table(beckmann_table_offset);
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beckmann_table_offset = TABLE_OFFSET_INVALID;
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}
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device->tex_free(dscene->shader_flag);
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dscene->shader_flag.clear();
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}
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void ShaderManager::add_default(Scene *scene)
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{
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Shader *shader;
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ShaderGraph *graph;
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ShaderNode *closure, *out;
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/* default surface */
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{
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graph = new ShaderGraph();
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closure = graph->add(new DiffuseBsdfNode());
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closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
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out = graph->output();
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graph->connect(closure->output("BSDF"), out->input("Surface"));
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shader = new Shader();
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shader->name = "default_surface";
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shader->graph = graph;
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scene->shaders.push_back(shader);
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scene->default_surface = scene->shaders.size() - 1;
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}
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/* default light */
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{
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graph = new ShaderGraph();
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closure = graph->add(new EmissionNode());
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closure->input("Color")->value = make_float3(0.8f, 0.8f, 0.8f);
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closure->input("Strength")->value.x = 0.0f;
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out = graph->output();
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graph->connect(closure->output("Emission"), out->input("Surface"));
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shader = new Shader();
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shader->name = "default_light";
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shader->graph = graph;
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scene->shaders.push_back(shader);
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scene->default_light = scene->shaders.size() - 1;
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}
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/* default background */
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{
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graph = new ShaderGraph();
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shader = new Shader();
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shader->name = "default_background";
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shader->graph = graph;
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scene->shaders.push_back(shader);
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scene->default_background = scene->shaders.size() - 1;
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}
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/* default empty */
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{
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graph = new ShaderGraph();
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shader = new Shader();
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shader->name = "default_empty";
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shader->graph = graph;
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scene->shaders.push_back(shader);
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scene->default_empty = scene->shaders.size() - 1;
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}
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}
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CCL_NAMESPACE_END
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