blender/intern/cycles/kernel/osl/osl_shader.cpp
Brecht Van Lommel ad10cbf04a Cycles: multiple importance sampling for lamps, which helps reduce noise for
big lamps and sharp glossy reflections. This was already supported for mesh
lights and the background, so lamps should do it too.

This is not for free and it's a bit slower than I hoped even though there is
no extra BVH ray intersection. I'll try to optimize it more later.

* Area lights look a bit different now, they had the wrong shape before.
* Also fixes a sampling issue in the non-progressive integrator.
* Only enabled for the CPU, will test on the GPU later.
* An option to disable this will be added for situations where it does not help.

Same time comparison before/after:
http://www.pasteall.org/pic/show.php?id=43313
http://www.pasteall.org/pic/show.php?id=43314
2013-01-09 21:09:20 +00:00

481 lines
14 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.
*/
#include "kernel_compat_cpu.h"
#include "kernel_types.h"
#include "kernel_globals.h"
#include "kernel_object.h"
#include "osl_closures.h"
#include "osl_globals.h"
#include "osl_services.h"
#include "osl_shader.h"
#include "util_foreach.h"
#include "attribute.h"
#include <OSL/oslexec.h>
CCL_NAMESPACE_BEGIN
/* Threads */
void OSLShader::thread_init(KernelGlobals *kg, KernelGlobals *kernel_globals, OSLGlobals *osl_globals)
{
/* no osl used? */
if(!osl_globals->use) {
kg->osl = NULL;
return;
}
/* per thread kernel data init*/
kg->osl = osl_globals;
kg->osl->services->thread_init(kernel_globals);
OSL::ShadingSystem *ss = kg->osl->ss;
OSLThreadData *tdata = new OSLThreadData();
memset(&tdata->globals, 0, sizeof(OSL::ShaderGlobals));
tdata->globals.tracedata = &tdata->tracedata;
tdata->globals.flipHandedness = false;
tdata->thread_info = ss->create_thread_info();
for(int i = 0; i < SHADER_CONTEXT_NUM; i++)
tdata->context[i] = ss->get_context(tdata->thread_info);
kg->osl_ss = (OSLShadingSystem*)ss;
kg->osl_tdata = tdata;
}
void OSLShader::thread_free(KernelGlobals *kg)
{
if(!kg->osl)
return;
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSLThreadData *tdata = kg->osl_tdata;
for(int i = 0; i < SHADER_CONTEXT_NUM; i++)
ss->release_context(tdata->context[i]);
ss->destroy_thread_info(tdata->thread_info);
delete tdata;
kg->osl = NULL;
kg->osl_ss = NULL;
kg->osl_tdata = NULL;
}
/* Globals */
static void shaderdata_to_shaderglobals(KernelGlobals *kg, ShaderData *sd,
int path_flag, OSLThreadData *tdata)
{
OSL::ShaderGlobals *globals = &tdata->globals;
/* copy from shader data to shader globals */
globals->P = TO_VEC3(sd->P);
globals->dPdx = TO_VEC3(sd->dP.dx);
globals->dPdy = TO_VEC3(sd->dP.dy);
globals->I = TO_VEC3(sd->I);
globals->dIdx = TO_VEC3(sd->dI.dx);
globals->dIdy = TO_VEC3(sd->dI.dy);
globals->N = TO_VEC3(sd->N);
globals->Ng = TO_VEC3(sd->Ng);
globals->u = sd->u;
globals->dudx = sd->du.dx;
globals->dudy = sd->du.dy;
globals->v = sd->v;
globals->dvdx = sd->dv.dx;
globals->dvdy = sd->dv.dy;
globals->dPdu = TO_VEC3(sd->dPdu);
globals->dPdv = TO_VEC3(sd->dPdv);
globals->surfacearea = (sd->object == ~0) ? 1.0f : object_surface_area(kg, sd->object);
globals->time = sd->time;
/* booleans */
globals->raytype = path_flag;
globals->backfacing = (sd->flag & SD_BACKFACING);
/* shader data to be used in services callbacks */
globals->renderstate = sd;
/* hacky, we leave it to services to fetch actual object matrix */
globals->shader2common = sd;
globals->object2common = sd;
/* must be set to NULL before execute */
globals->Ci = NULL;
/* clear trace data */
tdata->tracedata.init = false;
}
/* Surface */
static void flatten_surface_closure_tree(ShaderData *sd, bool no_glossy,
const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
/* OSL gives us a closure tree, we flatten it into arrays per
* closure type, for evaluation, sampling, etc later on. */
if (closure->type == OSL::ClosureColor::COMPONENT) {
OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive *)comp->data();
if (prim) {
ShaderClosure sc;
sc.weight = weight;
switch (prim->category()) {
case OSL::ClosurePrimitive::BSDF: {
CBSDFClosure *bsdf = (CBSDFClosure *)prim;
int scattering = bsdf->scattering();
/* no caustics option */
if (no_glossy && scattering == LABEL_GLOSSY)
return;
/* sample weight */
float sample_weight = fabsf(average(weight));
sc.sample_weight = sample_weight;
sc.type = bsdf->sc.type;
sc.N = bsdf->sc.N;
sc.T = bsdf->sc.T;
sc.data0 = bsdf->sc.data0;
sc.data1 = bsdf->sc.data1;
sc.prim = bsdf->sc.prim;
/* add */
if(sc.sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE) {
sd->closure[sd->num_closure++] = sc;
sd->flag |= bsdf->shaderdata_flag();
}
break;
}
case OSL::ClosurePrimitive::Emissive: {
/* sample weight */
float sample_weight = fabsf(average(weight));
sc.sample_weight = sample_weight;
sc.type = CLOSURE_EMISSION_ID;
sc.prim = NULL;
/* flag */
if(sd->num_closure < MAX_CLOSURE) {
sd->closure[sd->num_closure++] = sc;
sd->flag |= SD_EMISSION;
}
break;
}
case AmbientOcclusion: {
/* sample weight */
float sample_weight = fabsf(average(weight));
sc.sample_weight = sample_weight;
sc.type = CLOSURE_AMBIENT_OCCLUSION_ID;
sc.prim = NULL;
if(sd->num_closure < MAX_CLOSURE) {
sd->closure[sd->num_closure++] = sc;
sd->flag |= SD_AO;
}
break;
}
case OSL::ClosurePrimitive::Holdout:
sc.sample_weight = 0.0f;
sc.type = CLOSURE_HOLDOUT_ID;
sc.prim = NULL;
if(sd->num_closure < MAX_CLOSURE) {
sd->closure[sd->num_closure++] = sc;
sd->flag |= SD_HOLDOUT;
}
break;
case OSL::ClosurePrimitive::BSSRDF:
case OSL::ClosurePrimitive::Debug:
break; /* not implemented */
case OSL::ClosurePrimitive::Background:
case OSL::ClosurePrimitive::Volume:
break; /* not relevant */
}
}
}
else if (closure->type == OSL::ClosureColor::MUL) {
OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
flatten_surface_closure_tree(sd, no_glossy, mul->closure, TO_FLOAT3(mul->weight) * weight);
}
else if (closure->type == OSL::ClosureColor::ADD) {
OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
flatten_surface_closure_tree(sd, no_glossy, add->closureA, weight);
flatten_surface_closure_tree(sd, no_glossy, add->closureB, weight);
}
}
void OSLShader::eval_surface(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx)
{
/* setup shader globals from shader data */
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, path_flag, tdata);
/* execute shader for this point */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *octx = tdata->context[(int)ctx];
int shader = sd->shader & SHADER_MASK;
if (kg->osl->surface_state[shader])
ss->execute(*octx, *(kg->osl->surface_state[shader]), *globals);
/* flatten closure tree */
sd->num_closure = 0;
sd->randb_closure = randb;
if (globals->Ci) {
bool no_glossy = (path_flag & PATH_RAY_DIFFUSE) && kernel_data.integrator.no_caustics;
flatten_surface_closure_tree(sd, no_glossy, globals->Ci);
}
}
/* Background */
static float3 flatten_background_closure_tree(const OSL::ClosureColor *closure)
{
/* OSL gives us a closure tree, if we are shading for background there
* is only one supported closure type at the moment, which has no evaluation
* functions, so we just sum the weights */
if (closure->type == OSL::ClosureColor::COMPONENT) {
OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive *)comp->data();
if (prim && prim->category() == OSL::ClosurePrimitive::Background)
return make_float3(1.0f, 1.0f, 1.0f);
}
else if (closure->type == OSL::ClosureColor::MUL) {
OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
return TO_FLOAT3(mul->weight) * flatten_background_closure_tree(mul->closure);
}
else if (closure->type == OSL::ClosureColor::ADD) {
OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
return flatten_background_closure_tree(add->closureA) +
flatten_background_closure_tree(add->closureB);
}
return make_float3(0.0f, 0.0f, 0.0f);
}
float3 OSLShader::eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx)
{
/* setup shader globals from shader data */
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, path_flag, tdata);
/* execute shader for this point */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *octx = tdata->context[(int)ctx];
if (kg->osl->background_state)
ss->execute(*octx, *(kg->osl->background_state), *globals);
/* return background color immediately */
if (globals->Ci)
return flatten_background_closure_tree(globals->Ci);
return make_float3(0.0f, 0.0f, 0.0f);
}
/* Volume */
static void flatten_volume_closure_tree(ShaderData *sd,
const OSL::ClosureColor *closure, float3 weight = make_float3(1.0f, 1.0f, 1.0f))
{
/* OSL gives us a closure tree, we flatten it into arrays per
* closure type, for evaluation, sampling, etc later on. */
if (closure->type == OSL::ClosureColor::COMPONENT) {
OSL::ClosureComponent *comp = (OSL::ClosureComponent *)closure;
OSL::ClosurePrimitive *prim = (OSL::ClosurePrimitive *)comp->data();
if (prim) {
ShaderClosure sc;
sc.weight = weight;
switch (prim->category()) {
case OSL::ClosurePrimitive::Volume: {
/* sample weight */
float sample_weight = fabsf(average(weight));
sc.sample_weight = sample_weight;
sc.type = CLOSURE_VOLUME_ID;
sc.prim = NULL;
/* add */
if(sc.sample_weight > 1e-5f && sd->num_closure < MAX_CLOSURE)
sd->closure[sd->num_closure++] = sc;
break;
}
case OSL::ClosurePrimitive::Holdout:
case OSL::ClosurePrimitive::Debug:
break; /* not implemented */
case OSL::ClosurePrimitive::Background:
case OSL::ClosurePrimitive::BSDF:
case OSL::ClosurePrimitive::Emissive:
case OSL::ClosurePrimitive::BSSRDF:
break; /* not relevant */
}
}
}
else if (closure->type == OSL::ClosureColor::MUL) {
OSL::ClosureMul *mul = (OSL::ClosureMul *)closure;
flatten_volume_closure_tree(sd, mul->closure, TO_FLOAT3(mul->weight) * weight);
}
else if (closure->type == OSL::ClosureColor::ADD) {
OSL::ClosureAdd *add = (OSL::ClosureAdd *)closure;
flatten_volume_closure_tree(sd, add->closureA, weight);
flatten_volume_closure_tree(sd, add->closureB, weight);
}
}
void OSLShader::eval_volume(KernelGlobals *kg, ShaderData *sd, float randb, int path_flag, ShaderContext ctx)
{
/* setup shader globals from shader data */
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, path_flag, tdata);
/* execute shader */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *octx = tdata->context[(int)ctx];
int shader = sd->shader & SHADER_MASK;
if (kg->osl->volume_state[shader])
ss->execute(*octx, *(kg->osl->volume_state[shader]), *globals);
if (globals->Ci)
flatten_volume_closure_tree(sd, globals->Ci);
}
/* Displacement */
void OSLShader::eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx)
{
/* setup shader globals from shader data */
OSLThreadData *tdata = kg->osl_tdata;
shaderdata_to_shaderglobals(kg, sd, 0, tdata);
/* execute shader */
OSL::ShadingSystem *ss = (OSL::ShadingSystem*)kg->osl_ss;
OSL::ShaderGlobals *globals = &tdata->globals;
OSL::ShadingContext *octx = tdata->context[(int)ctx];
int shader = sd->shader & SHADER_MASK;
if (kg->osl->displacement_state[shader])
ss->execute(*octx, *(kg->osl->displacement_state[shader]), *globals);
/* get back position */
sd->P = TO_FLOAT3(globals->P);
}
/* BSDF Closure */
int OSLShader::bsdf_sample(const ShaderData *sd, const ShaderClosure *sc, float randu, float randv, float3& eval, float3& omega_in, differential3& domega_in, float& pdf)
{
CBSDFClosure *sample_bsdf = (CBSDFClosure *)sc->prim;
pdf = 0.0f;
return sample_bsdf->sample(sd->Ng,
sd->I, sd->dI.dx, sd->dI.dy,
randu, randv,
omega_in, domega_in.dx, domega_in.dy,
pdf, eval);
}
float3 OSLShader::bsdf_eval(const ShaderData *sd, const ShaderClosure *sc, const float3& omega_in, float& pdf)
{
CBSDFClosure *bsdf = (CBSDFClosure *)sc->prim;
float3 bsdf_eval;
if (dot(sd->Ng, omega_in) >= 0.0f)
bsdf_eval = bsdf->eval_reflect(sd->I, omega_in, pdf);
else
bsdf_eval = bsdf->eval_transmit(sd->I, omega_in, pdf);
return bsdf_eval;
}
void OSLShader::bsdf_blur(ShaderClosure *sc, float roughness)
{
CBSDFClosure *bsdf = (CBSDFClosure *)sc->prim;
bsdf->blur(roughness);
}
/* Emissive Closure */
float3 OSLShader::emissive_eval(const ShaderData *sd, const ShaderClosure *sc)
{
OSL::EmissiveClosure *emissive = (OSL::EmissiveClosure *)sc->prim;
OSL::Color3 emissive_eval = emissive->eval(TO_VEC3(sd->Ng), TO_VEC3(sd->I));
return TO_FLOAT3(emissive_eval);
}
/* Volume Closure */
float3 OSLShader::volume_eval_phase(const ShaderClosure *sc, const float3 omega_in, const float3 omega_out)
{
OSL::VolumeClosure *volume = (OSL::VolumeClosure *)sc->prim;
OSL::Color3 volume_eval = volume->eval_phase(TO_VEC3(omega_in), TO_VEC3(omega_out));
return TO_FLOAT3(volume_eval) * sc->weight;
}
/* Attributes */
int OSLShader::find_attribute(KernelGlobals *kg, const ShaderData *sd, uint id, AttributeElement *elem)
{
/* for OSL, a hash map is used to lookup the attribute by name. */
int object = sd->object*ATTR_PRIM_TYPES;
#ifdef __HAIR__
if(sd->segment != ~0) object += ATTR_PRIM_CURVE;
#endif
OSLGlobals::AttributeMap &attr_map = kg->osl->attribute_map[object];
ustring stdname(std::string("geom:") + std::string(Attribute::standard_name((AttributeStandard)id)));
OSLGlobals::AttributeMap::const_iterator it = attr_map.find(stdname);
if (it != attr_map.end()) {
const OSLGlobals::Attribute &osl_attr = it->second;
*elem = osl_attr.elem;
/* return result */
return (osl_attr.elem == ATTR_ELEMENT_NONE) ? (int)ATTR_STD_NOT_FOUND : osl_attr.offset;
}
else
return (int)ATTR_STD_NOT_FOUND;
}
CCL_NAMESPACE_END