forked from bartvdbraak/blender
8243c55f14
This way artists can only disable/enable refraction or reflection caustics. See Cycles logs for an example: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Cycles Differential revision: https://developer.blender.org/D766
674 lines
18 KiB
C
674 lines
18 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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CCL_NAMESPACE_BEGIN
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/* Closure Nodes */
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ccl_device void svm_node_glass_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract)
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{
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if(type == CLOSURE_BSDF_SHARP_GLASS_ID) {
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if(refract) {
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sc->data0 = eta;
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sc->data1 = 0.0f;
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sc->data2 = 0.0f;
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sd->flag |= bsdf_refraction_setup(sc);
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}
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else
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sd->flag |= bsdf_reflection_setup(sc);
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}
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else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID) {
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sc->data0 = roughness;
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sc->data1 = roughness;
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sc->data2 = eta;
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if(refract)
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sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc);
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else
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sd->flag |= bsdf_microfacet_beckmann_setup(sc);
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}
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else {
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sc->data0 = roughness;
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sc->data1 = roughness;
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sc->data2 = eta;
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if(refract)
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sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc);
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else
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sd->flag |= bsdf_microfacet_ggx_setup(sc);
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}
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}
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ccl_device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, ClosureType type, float mix_weight)
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{
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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if(sd->num_closure < MAX_CLOSURE) {
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sc->weight *= mix_weight;
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sc->type = type;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sd->num_closure++;
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return sc;
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}
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return NULL;
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}
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ccl_device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float mix_weight)
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{
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = sc->weight * mix_weight;
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float sample_weight = fabsf(average(weight));
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if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) {
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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sd->num_closure++;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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return sc;
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}
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return NULL;
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}
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ccl_device_inline ShaderClosure *svm_node_closure_get_absorption(ShaderData *sd, float mix_weight)
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{
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = (make_float3(1.0f, 1.0f, 1.0f) - sc->weight) * mix_weight;
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float sample_weight = fabsf(average(weight));
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if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure < MAX_CLOSURE) {
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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sd->num_closure++;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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return sc;
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}
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return NULL;
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}
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ccl_device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag, int *offset)
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{
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uint type, param1_offset, param2_offset;
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uint mix_weight_offset;
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, &mix_weight_offset);
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float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
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/* note we read this extra node before weight check, so offset is added */
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uint4 data_node = read_node(kg, offset);
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if(mix_weight == 0.0f)
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return;
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float3 N = stack_valid(data_node.x)? stack_load_float3(stack, data_node.x): sd->N;
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float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
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float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
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switch(type) {
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case CLOSURE_BSDF_DIFFUSE_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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float roughness = param1;
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if(roughness == 0.0f) {
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sc->data0 = 0.0f;
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sc->data1 = 0.0f;
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sc->data2 = 0.0f;
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sd->flag |= bsdf_diffuse_setup(sc);
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}
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else {
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sc->data0 = roughness;
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sc->data1 = 0.0f;
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sc->data2 = 0.0f;
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sd->flag |= bsdf_oren_nayar_setup(sc);
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}
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}
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break;
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}
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case CLOSURE_BSDF_TRANSLUCENT_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->data0 = 0.0f;
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sc->data1 = 0.0f;
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sc->data2 = 0.0f;
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sc->N = N;
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sd->flag |= bsdf_translucent_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_TRANSPARENT_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->data0 = 0.0f;
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sc->data1 = 0.0f;
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sc->data2 = 0.0f;
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sc->N = N;
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sd->flag |= bsdf_transparent_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_REFLECTION_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_ID:
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case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(!kernel_data.integrator.caustics_reflective && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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sc->data0 = param1;
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sc->data1 = param1;
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sc->data2 = 0.0f;
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/* setup bsdf */
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if(type == CLOSURE_BSDF_REFLECTION_ID)
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sd->flag |= bsdf_reflection_setup(sc);
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else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID)
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sd->flag |= bsdf_microfacet_beckmann_setup(sc);
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else if(type == CLOSURE_BSDF_MICROFACET_GGX_ID)
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sd->flag |= bsdf_microfacet_ggx_setup(sc);
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else
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sd->flag |= bsdf_ashikhmin_shirley_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_REFRACTION_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(!kernel_data.integrator.caustics_refractive && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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float eta = fmaxf(param2, 1e-5f);
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eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
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/* setup bsdf */
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if(type == CLOSURE_BSDF_REFRACTION_ID) {
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sc->data0 = eta;
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sc->data1 = 0.0f;
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sc->data2 = 0.0f;
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sd->flag |= bsdf_refraction_setup(sc);
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}
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else {
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sc->data0 = param1;
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sc->data1 = param1;
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sc->data2 = eta;
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if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID)
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sd->flag |= bsdf_microfacet_beckmann_refraction_setup(sc);
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else
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sd->flag |= bsdf_microfacet_ggx_refraction_setup(sc);
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}
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}
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break;
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}
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case CLOSURE_BSDF_SHARP_GLASS_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_GLASS_ID:
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case CLOSURE_BSDF_MICROFACET_BECKMANN_GLASS_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(!kernel_data.integrator.caustics_reflective &&
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!kernel_data.integrator.caustics_refractive && (path_flag & PATH_RAY_DIFFUSE)) {
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break;
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}
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#endif
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/* index of refraction */
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float eta = fmaxf(param2, 1e-5f);
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eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
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/* fresnel */
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float cosNO = dot(N, sd->I);
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float fresnel = fresnel_dielectric_cos(cosNO, eta);
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float roughness = param1;
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/* reflection */
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = sc->weight;
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float sample_weight = sc->sample_weight;
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sc = svm_node_closure_get_bsdf(sd, mix_weight*fresnel);
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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.caustics_reflective || (path_flag & PATH_RAY_DIFFUSE) == 0)
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#endif
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{
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if(sc) {
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sc->N = N;
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svm_node_glass_setup(sd, sc, type, eta, roughness, false);
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}
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}
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#ifdef __CAUSTICS_TRICKS__
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if(!kernel_data.integrator.caustics_refractive && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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/* refraction */
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sc = &sd->closure[sd->num_closure];
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sc->weight = weight;
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sc->sample_weight = sample_weight;
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sc = svm_node_closure_get_bsdf(sd, mix_weight*(1.0f - fresnel));
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if(sc) {
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sc->N = N;
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svm_node_glass_setup(sd, sc, type, eta, roughness, true);
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}
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break;
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}
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case CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID:
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case CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID:
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case CLOSURE_BSDF_ASHIKHMIN_SHIRLEY_ANISO_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(!kernel_data.integrator.caustics_reflective && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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sc->T = stack_load_float3(stack, data_node.y);
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/* rotate tangent */
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float rotation = stack_load_float(stack, data_node.z);
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if(rotation != 0.0f)
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sc->T = rotate_around_axis(sc->T, sc->N, rotation * M_2PI_F);
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/* compute roughness */
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float roughness = param1;
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float anisotropy = clamp(param2, -0.99f, 0.99f);
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if(anisotropy < 0.0f) {
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sc->data0 = roughness/(1.0f + anisotropy);
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sc->data1 = roughness*(1.0f + anisotropy);
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}
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else {
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sc->data0 = roughness*(1.0f - anisotropy);
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sc->data1 = roughness/(1.0f - anisotropy);
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}
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sc->data2 = 0.0f;
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if (type == CLOSURE_BSDF_MICROFACET_BECKMANN_ANISO_ID)
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sd->flag |= bsdf_microfacet_beckmann_aniso_setup(sc);
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else if (type == CLOSURE_BSDF_MICROFACET_GGX_ANISO_ID)
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sd->flag |= bsdf_microfacet_ggx_aniso_setup(sc);
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else
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sd->flag |= bsdf_ashikhmin_shirley_aniso_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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/* sigma */
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sc->data0 = clamp(param1, 0.0f, 1.0f);
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sc->data1 = 0.0f;
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sc->data2 = 0.0f;
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sd->flag |= bsdf_ashikhmin_velvet_setup(sc);
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}
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break;
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}
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case CLOSURE_BSDF_DIFFUSE_TOON_ID:
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case CLOSURE_BSDF_GLOSSY_TOON_ID: {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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/* Normal, Size and Smooth */
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sc->N = N;
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sc->data0 = param1;
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sc->data1 = param2;
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sc->data2 = 0.0f;
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if (type == CLOSURE_BSDF_DIFFUSE_TOON_ID)
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sd->flag |= bsdf_diffuse_toon_setup(sc);
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else
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sd->flag |= bsdf_glossy_toon_setup(sc);
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}
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break;
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}
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#ifdef __HAIR__
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case CLOSURE_BSDF_HAIR_REFLECTION_ID:
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case CLOSURE_BSDF_HAIR_TRANSMISSION_ID: {
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if(sd->flag & SD_BACKFACING && sd->type & PRIMITIVE_ALL_CURVE) {
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ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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/* todo: giving a fixed weight here will cause issues when
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* mixing multiple BSDFS. energy will not be conserved and
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* the throughput can blow up after multiple bounces. we
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* better figure out a way to skip backfaces from rays
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* spawned by transmission from the front */
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sc->weight = make_float3(1.0f, 1.0f, 1.0f);
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sc->N = N;
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sd->flag |= bsdf_transparent_setup(sc);
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}
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}
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else {
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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sc = svm_node_closure_get_bsdf(sd, mix_weight);
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if(sc) {
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sc->N = N;
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sc->data0 = param1;
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sc->data1 = param2;
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sc->data2 = -stack_load_float(stack, data_node.z);
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if(!(sd->type & PRIMITIVE_ALL_CURVE)) {
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sc->T = normalize(sd->dPdv);
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sc->data2 = 0.0f;
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}
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else
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sc->T = sd->dPdu;
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if(type == CLOSURE_BSDF_HAIR_REFLECTION_ID) {
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sd->flag |= bsdf_hair_reflection_setup(sc);
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}
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else {
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sd->flag |= bsdf_hair_transmission_setup(sc);
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}
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}
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}
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break;
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}
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#endif
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#ifdef __SUBSURFACE__
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case CLOSURE_BSSRDF_CUBIC_ID:
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case CLOSURE_BSSRDF_GAUSSIAN_ID: {
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ShaderClosure *sc = &sd->closure[sd->num_closure];
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float3 weight = sc->weight * mix_weight;
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float sample_weight = fabsf(average(weight));
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/* disable in case of diffuse ancestor, can't see it well then and
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* adds considerably noise due to probabilities of continuing path
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* getting lower and lower */
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if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR)
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param1 = 0.0f;
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if(sample_weight > CLOSURE_WEIGHT_CUTOFF && sd->num_closure+2 < MAX_CLOSURE) {
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/* radius * scale */
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float3 radius = stack_load_float3(stack, data_node.z)*param1;
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/* sharpness */
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float sharpness = stack_load_float(stack, data_node.w);
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/* texture color blur */
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float texture_blur = param2;
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/* create one closure per color channel */
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if(fabsf(weight.x) > 0.0f) {
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sc->weight = make_float3(weight.x, 0.0f, 0.0f);
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sc->sample_weight = sample_weight;
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sc->data0 = radius.x;
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sc->data1 = texture_blur;
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sc->data2 = 0.0f;
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sc->T.x = sharpness;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sc->N = N;
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sd->flag |= bssrdf_setup(sc, (ClosureType)type);
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sd->num_closure++;
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sc++;
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}
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if(fabsf(weight.y) > 0.0f) {
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sc->weight = make_float3(0.0f, weight.y, 0.0f);
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sc->sample_weight = sample_weight;
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sc->data0 = radius.y;
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sc->data1 = texture_blur;
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sc->data2 = 0.0f;
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sc->T.x = sharpness;
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#ifdef __OSL__
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sc->prim = NULL;
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#endif
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sc->N = N;
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sd->flag |= bssrdf_setup(sc, (ClosureType)type);
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sd->num_closure++;
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sc++;
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}
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if(fabsf(weight.z) > 0.0f) {
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sc->weight = make_float3(0.0f, 0.0f, weight.z);
|
|
sc->sample_weight = sample_weight;
|
|
sc->data0 = radius.z;
|
|
sc->data1 = texture_blur;
|
|
sc->data2 = 0.0f;
|
|
sc->T.x = sharpness;
|
|
#ifdef __OSL__
|
|
sc->prim = NULL;
|
|
#endif
|
|
sc->N = N;
|
|
sd->flag |= bssrdf_setup(sc, (ClosureType)type);
|
|
|
|
sd->num_closure++;
|
|
sc++;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
#endif
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
ccl_device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag)
|
|
{
|
|
#ifdef __VOLUME__
|
|
uint type, param1_offset, param2_offset;
|
|
|
|
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;
|
|
|
|
float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __uint_as_float(node.z);
|
|
float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __uint_as_float(node.w);
|
|
float density = fmaxf(param1, 0.0f);
|
|
|
|
switch(type) {
|
|
case CLOSURE_VOLUME_ABSORPTION_ID: {
|
|
ShaderClosure *sc = svm_node_closure_get_absorption(sd, mix_weight * density);
|
|
|
|
if(sc) {
|
|
sd->flag |= volume_absorption_setup(sc);
|
|
}
|
|
break;
|
|
}
|
|
case CLOSURE_VOLUME_HENYEY_GREENSTEIN_ID: {
|
|
ShaderClosure *sc = svm_node_closure_get_bsdf(sd, mix_weight * density);
|
|
|
|
if(sc) {
|
|
float g = param2;
|
|
sc->data0 = g;
|
|
sd->flag |= volume_henyey_greenstein_setup(sc);
|
|
}
|
|
break;
|
|
}
|
|
default:
|
|
break;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
ccl_device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
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);
|
|
|
|
sd->flag |= SD_EMISSION;
|
|
}
|
|
|
|
ccl_device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
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);
|
|
}
|
|
|
|
ccl_device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
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);
|
|
|
|
sd->flag |= SD_HOLDOUT;
|
|
}
|
|
|
|
ccl_device void svm_node_closure_ambient_occlusion(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
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);
|
|
|
|
sd->flag |= SD_AO;
|
|
}
|
|
|
|
/* Closure Nodes */
|
|
|
|
ccl_device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
|
|
{
|
|
if(sd->num_closure < MAX_CLOSURE)
|
|
sd->closure[sd->num_closure].weight = weight;
|
|
}
|
|
|
|
ccl_device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b)
|
|
{
|
|
float3 weight = make_float3(__uint_as_float(r), __uint_as_float(g), __uint_as_float(b));
|
|
svm_node_closure_store_weight(sd, weight);
|
|
}
|
|
|
|
ccl_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);
|
|
}
|
|
|
|
ccl_device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
uint color_offset = node.y;
|
|
uint strength_offset = node.z;
|
|
|
|
float strength = stack_load_float(stack, strength_offset);
|
|
float3 weight = stack_load_float3(stack, color_offset)*strength;
|
|
|
|
svm_node_closure_store_weight(sd, weight);
|
|
}
|
|
|
|
ccl_device void svm_node_mix_closure(ShaderData *sd, float *stack, uint4 node)
|
|
{
|
|
/* 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);
|
|
weight = clamp(weight, 0.0f, 1.0f);
|
|
|
|
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);
|
|
}
|
|
|
|
/* (Bump) normal */
|
|
|
|
ccl_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
|
|
|