forked from bartvdbraak/blender
661 lines
17 KiB
C
661 lines
17 KiB
C
/*
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* Copyright 2011, Blender Foundation.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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CCL_NAMESPACE_BEGIN
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/* Closure Nodes */
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__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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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 = 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 = 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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__device_inline ShaderClosure *svm_node_closure_get_non_bsdf(ShaderData *sd, ClosureType type, float mix_weight)
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{
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#ifdef __MULTI_CLOSURE__
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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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#else
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return &sd->closure;
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#endif
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}
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__device_inline ShaderClosure *svm_node_closure_get_bsdf(ShaderData *sd, float mix_weight)
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{
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#ifdef __MULTI_CLOSURE__
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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 > 1e-5f && 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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#else
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return &sd->closure;
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#endif
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}
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__device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag, int *offset)
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{
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uint type, param1_offset, param2_offset;
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#ifdef __MULTI_CLOSURE__
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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.y)? stack_load_float3(stack, data_node.y): sd->N;
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#else
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, NULL);
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float mix_weight = 1.0f;
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uint4 data_node = read_node(kg, offset);
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float3 N = stack_valid(data_node.y)? stack_load_float3(stack, data_node.y): sd->N;
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#endif
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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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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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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->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->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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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.no_caustics && (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 = 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
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sd->flag |= bsdf_microfacet_ggx_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.no_caustics && (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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float eta = fmaxf(param2, 1.0f + 1e-5f);
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sc->data1 = (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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sd->flag |= bsdf_refraction_setup(sc);
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else 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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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.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
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break;
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#endif
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/* index of refraction */
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float eta = fmaxf(param2, 1.0f + 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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#ifdef __MULTI_CLOSURE__
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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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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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/* 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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#else
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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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bool refract = (randb > fresnel);
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svm_node_glass_setup(sd, sc, type, eta, roughness, refract);
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}
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#endif
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break;
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}
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case CLOSURE_BSDF_WARD_ID: {
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#ifdef __CAUSTICS_TRICKS__
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if(kernel_data.integrator.no_caustics && (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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#ifdef __ANISOTROPIC__
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sc->T = stack_load_float3(stack, data_node.z);
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/* rotate tangent */
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float rotation = stack_load_float(stack, data_node.w);
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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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sd->flag |= bsdf_ward_setup(sc);
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#else
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sd->flag |= bsdf_diffuse_setup(sc);
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#endif
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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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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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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 __SUBSURFACE__
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case CLOSURE_BSSRDF_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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if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) {
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/* radius * scale */
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float3 radius = stack_load_float3(stack, data_node.w)*param1;
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/* index of refraction */
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float eta = fmaxf(param2, 1.0f + 1e-5f);
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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 = eta;
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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);
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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 = eta;
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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);
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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);
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sc->sample_weight = sample_weight;
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sc->data0 = radius.z;
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sc->data1 = eta;
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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);
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sd->num_closure++;
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sc++;
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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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default:
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break;
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}
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}
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__device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, int path_flag)
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{
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uint type, param1_offset, param2_offset;
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#ifdef __MULTI_CLOSURE__
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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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if(mix_weight == 0.0f)
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return;
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#else
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decode_node_uchar4(node.y, &type, ¶m1_offset, ¶m2_offset, NULL);
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float mix_weight = 1.0f;
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#endif
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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_VOLUME_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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float density = param1;
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sd->flag |= volume_transparent_setup(sc, density);
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}
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break;
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}
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case CLOSURE_VOLUME_ISOTROPIC_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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float density = param1;
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sd->flag |= volume_isotropic_setup(sc, density);
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}
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break;
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}
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default:
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break;
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}
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}
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__device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
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{
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#ifdef __MULTI_CLOSURE__
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uint mix_weight_offset = node.y;
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if(stack_valid(mix_weight_offset)) {
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float mix_weight = stack_load_float(stack, mix_weight_offset);
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if(mix_weight == 0.0f)
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return;
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svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, mix_weight);
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}
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else
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svm_node_closure_get_non_bsdf(sd, CLOSURE_EMISSION_ID, 1.0f);
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#else
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ShaderClosure *sc = &sd->closure;
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sc->type = CLOSURE_EMISSION_ID;
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#endif
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sd->flag |= SD_EMISSION;
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}
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__device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
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{
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#ifdef __MULTI_CLOSURE__
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uint mix_weight_offset = node.y;
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if(stack_valid(mix_weight_offset)) {
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float mix_weight = stack_load_float(stack, mix_weight_offset);
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if(mix_weight == 0.0f)
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return;
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svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, mix_weight);
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}
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else
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svm_node_closure_get_non_bsdf(sd, CLOSURE_BACKGROUND_ID, 1.0f);
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#else
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ShaderClosure *sc = &sd->closure;
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sc->type = CLOSURE_BACKGROUND_ID;
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#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;
|
|
|
|
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);
|
|
#else
|
|
ShaderClosure *sc = &sd->closure;
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|
sc->type = CLOSURE_HOLDOUT_ID;
|
|
#endif
|
|
|
|
sd->flag |= SD_HOLDOUT;
|
|
}
|
|
|
|
__device void svm_node_closure_ambient_occlusion(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;
|
|
|
|
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);
|
|
#else
|
|
ShaderClosure *sc = &sd->closure;
|
|
sc->type = CLOSURE_AMBIENT_OCCLUSION_ID;
|
|
#endif
|
|
|
|
sd->flag |= SD_AO;
|
|
}
|
|
|
|
/* Closure Nodes */
|
|
|
|
__device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
|
|
{
|
|
#ifdef __MULTI_CLOSURE__
|
|
if(sd->num_closure < MAX_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(__uint_as_float(r), __uint_as_float(g), __uint_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(__uint_as_float(r), __uint_as_float(g), __uint_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);
|
|
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);
|
|
#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
|
|
}
|
|
|
|
/* (Bump) normal */
|
|
|
|
__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
|
|
|