forked from bartvdbraak/blender
e760972221
Custom render passes are added in the Shader AOVs panel in the view layer settings, with a name and data type. In shader nodes, an AOV Output node is then used to output either a value or color to the pass. Arbitrary names can be used for these passes, as long as they don't conflict with built-in passes that are enabled. The AOV Output node can be used in both material and world shader nodes. Implemented by Lukas, with tweaks by Brecht. Differential Revision: https://developer.blender.org/D4837
502 lines
17 KiB
C
502 lines
17 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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/* BSSRDF using disk based importance sampling.
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*
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* BSSRDF Importance Sampling, SIGGRAPH 2013
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* http://library.imageworks.com/pdfs/imageworks-library-BSSRDF-sampling.pdf
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*/
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ccl_device_inline float3
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subsurface_scatter_eval(ShaderData *sd, const ShaderClosure *sc, float disk_r, float r, bool all)
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{
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/* this is the veach one-sample model with balance heuristic, some pdf
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* factors drop out when using balance heuristic weighting */
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float3 eval_sum = make_float3(0.0f, 0.0f, 0.0f);
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float pdf_sum = 0.0f;
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float sample_weight_inv = 0.0f;
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if (!all) {
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float sample_weight_sum = 0.0f;
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for (int i = 0; i < sd->num_closure; i++) {
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sc = &sd->closure[i];
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if (CLOSURE_IS_DISK_BSSRDF(sc->type)) {
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sample_weight_sum += sc->sample_weight;
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}
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}
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sample_weight_inv = 1.0f / sample_weight_sum;
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}
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for (int i = 0; i < sd->num_closure; i++) {
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sc = &sd->closure[i];
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if (CLOSURE_IS_DISK_BSSRDF(sc->type)) {
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/* in case of branched path integrate we sample all bssrdf's once,
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* for path trace we pick one, so adjust pdf for that */
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float sample_weight = (all) ? 1.0f : sc->sample_weight * sample_weight_inv;
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/* compute pdf */
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float3 eval = bssrdf_eval(sc, r);
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float pdf = bssrdf_pdf(sc, disk_r);
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eval_sum += sc->weight * eval;
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pdf_sum += sample_weight * pdf;
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}
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}
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return (pdf_sum > 0.0f) ? eval_sum / pdf_sum : make_float3(0.0f, 0.0f, 0.0f);
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}
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/* replace closures with a single diffuse bsdf closure after scatter step */
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ccl_device void subsurface_scatter_setup_diffuse_bsdf(
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KernelGlobals *kg, ShaderData *sd, ClosureType type, float roughness, float3 weight, float3 N)
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{
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sd->flag &= ~SD_CLOSURE_FLAGS;
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sd->num_closure = 0;
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sd->num_closure_left = kernel_data.integrator.max_closures;
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#ifdef __PRINCIPLED__
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if (type == CLOSURE_BSSRDF_PRINCIPLED_ID || type == CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID) {
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PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf *)bsdf_alloc(
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sd, sizeof(PrincipledDiffuseBsdf), weight);
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if (bsdf) {
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bsdf->N = N;
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bsdf->roughness = roughness;
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sd->flag |= bsdf_principled_diffuse_setup(bsdf);
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/* replace CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID with this special ID so render passes
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* can recognize it as not being a regular Disney principled diffuse closure */
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bsdf->type = CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID;
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}
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}
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else if (CLOSURE_IS_BSDF_BSSRDF(type) || CLOSURE_IS_BSSRDF(type))
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#endif /* __PRINCIPLED__ */
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{
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DiffuseBsdf *bsdf = (DiffuseBsdf *)bsdf_alloc(sd, sizeof(DiffuseBsdf), weight);
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if (bsdf) {
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bsdf->N = N;
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sd->flag |= bsdf_diffuse_setup(bsdf);
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/* replace CLOSURE_BSDF_DIFFUSE_ID with this special ID so render passes
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* can recognize it as not being a regular diffuse closure */
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bsdf->type = CLOSURE_BSDF_BSSRDF_ID;
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}
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}
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}
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/* optionally do blurring of color and/or bump mapping, at the cost of a shader evaluation */
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ccl_device float3 subsurface_color_pow(float3 color, float exponent)
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{
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color = max(color, make_float3(0.0f, 0.0f, 0.0f));
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if (exponent == 1.0f) {
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/* nothing to do */
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}
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else if (exponent == 0.5f) {
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color.x = sqrtf(color.x);
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color.y = sqrtf(color.y);
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color.z = sqrtf(color.z);
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}
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else {
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color.x = powf(color.x, exponent);
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color.y = powf(color.y, exponent);
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color.z = powf(color.z, exponent);
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}
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return color;
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}
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ccl_device void subsurface_color_bump_blur(
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KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, float3 *eval, float3 *N)
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{
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/* average color and texture blur at outgoing point */
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float texture_blur;
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float3 out_color = shader_bssrdf_sum(sd, NULL, &texture_blur);
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/* do we have bump mapping? */
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bool bump = (sd->flag & SD_HAS_BSSRDF_BUMP) != 0;
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if (bump || texture_blur > 0.0f) {
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/* average color and normal at incoming point */
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shader_eval_surface(kg, sd, state, NULL, state->flag);
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float3 in_color = shader_bssrdf_sum(sd, (bump) ? N : NULL, NULL);
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/* we simply divide out the average color and multiply with the average
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* of the other one. we could try to do this per closure but it's quite
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* tricky to match closures between shader evaluations, their number and
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* order may change, this is simpler */
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if (texture_blur > 0.0f) {
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out_color = subsurface_color_pow(out_color, texture_blur);
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in_color = subsurface_color_pow(in_color, texture_blur);
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*eval *= safe_divide_color(in_color, out_color);
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}
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}
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}
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/* Subsurface scattering step, from a point on the surface to other
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* nearby points on the same object.
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*/
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ccl_device_inline int subsurface_scatter_disk(KernelGlobals *kg,
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LocalIntersection *ss_isect,
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ShaderData *sd,
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const ShaderClosure *sc,
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uint *lcg_state,
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float disk_u,
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float disk_v,
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bool all)
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{
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/* pick random axis in local frame and point on disk */
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float3 disk_N, disk_T, disk_B;
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float pick_pdf_N, pick_pdf_T, pick_pdf_B;
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disk_N = sd->Ng;
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make_orthonormals(disk_N, &disk_T, &disk_B);
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if (disk_v < 0.5f) {
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pick_pdf_N = 0.5f;
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pick_pdf_T = 0.25f;
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pick_pdf_B = 0.25f;
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disk_v *= 2.0f;
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}
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else if (disk_v < 0.75f) {
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float3 tmp = disk_N;
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disk_N = disk_T;
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disk_T = tmp;
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pick_pdf_N = 0.25f;
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pick_pdf_T = 0.5f;
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pick_pdf_B = 0.25f;
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disk_v = (disk_v - 0.5f) * 4.0f;
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}
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else {
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float3 tmp = disk_N;
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disk_N = disk_B;
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disk_B = tmp;
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pick_pdf_N = 0.25f;
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pick_pdf_T = 0.25f;
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pick_pdf_B = 0.5f;
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disk_v = (disk_v - 0.75f) * 4.0f;
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}
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/* sample point on disk */
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float phi = M_2PI_F * disk_v;
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float disk_height, disk_r;
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bssrdf_sample(sc, disk_u, &disk_r, &disk_height);
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float3 disk_P = (disk_r * cosf(phi)) * disk_T + (disk_r * sinf(phi)) * disk_B;
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/* create ray */
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#ifdef __SPLIT_KERNEL__
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Ray ray_object = ss_isect->ray;
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Ray *ray = &ray_object;
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#else
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Ray *ray = &ss_isect->ray;
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#endif
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ray->P = sd->P + disk_N * disk_height + disk_P;
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ray->D = -disk_N;
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ray->t = 2.0f * disk_height;
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ray->dP = sd->dP;
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ray->dD = differential3_zero();
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ray->time = sd->time;
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/* intersect with the same object. if multiple intersections are found it
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* will use at most BSSRDF_MAX_HITS hits, a random subset of all hits */
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scene_intersect_local(kg, ray, ss_isect, sd->object, lcg_state, BSSRDF_MAX_HITS);
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int num_eval_hits = min(ss_isect->num_hits, BSSRDF_MAX_HITS);
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for (int hit = 0; hit < num_eval_hits; hit++) {
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/* Quickly retrieve P and Ng without setting up ShaderData. */
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float3 hit_P;
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if (sd->type & PRIMITIVE_TRIANGLE) {
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hit_P = triangle_refine_local(kg, sd, &ss_isect->hits[hit], ray);
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}
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#ifdef __OBJECT_MOTION__
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else if (sd->type & PRIMITIVE_MOTION_TRIANGLE) {
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float3 verts[3];
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motion_triangle_vertices(kg,
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sd->object,
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kernel_tex_fetch(__prim_index, ss_isect->hits[hit].prim),
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sd->time,
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verts);
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hit_P = motion_triangle_refine_local(kg, sd, &ss_isect->hits[hit], ray, verts);
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}
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#endif /* __OBJECT_MOTION__ */
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else {
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ss_isect->weight[hit] = make_float3(0.0f, 0.0f, 0.0f);
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continue;
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}
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float3 hit_Ng = ss_isect->Ng[hit];
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if (ss_isect->hits[hit].object != OBJECT_NONE) {
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object_normal_transform(kg, sd, &hit_Ng);
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}
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/* Probability densities for local frame axes. */
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float pdf_N = pick_pdf_N * fabsf(dot(disk_N, hit_Ng));
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float pdf_T = pick_pdf_T * fabsf(dot(disk_T, hit_Ng));
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float pdf_B = pick_pdf_B * fabsf(dot(disk_B, hit_Ng));
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/* Multiple importance sample between 3 axes, power heuristic
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* found to be slightly better than balance heuristic. pdf_N
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* in the MIS weight and denominator cancelled out. */
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float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B));
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if (ss_isect->num_hits > BSSRDF_MAX_HITS) {
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w *= ss_isect->num_hits / (float)BSSRDF_MAX_HITS;
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}
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/* Real distance to sampled point. */
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float r = len(hit_P - sd->P);
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/* Evaluate profiles. */
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float3 eval = subsurface_scatter_eval(sd, sc, disk_r, r, all) * w;
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ss_isect->weight[hit] = eval;
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}
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#ifdef __SPLIT_KERNEL__
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ss_isect->ray = *ray;
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#endif
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return num_eval_hits;
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}
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ccl_device_noinline void subsurface_scatter_multi_setup(KernelGlobals *kg,
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LocalIntersection *ss_isect,
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int hit,
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ShaderData *sd,
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ccl_addr_space PathState *state,
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ClosureType type,
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float roughness)
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{
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#ifdef __SPLIT_KERNEL__
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Ray ray_object = ss_isect->ray;
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Ray *ray = &ray_object;
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#else
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Ray *ray = &ss_isect->ray;
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#endif
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/* Workaround for AMD GPU OpenCL compiler. Most probably cache bypass issue. */
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#if defined(__SPLIT_KERNEL__) && defined(__KERNEL_OPENCL_AMD__) && defined(__KERNEL_GPU__)
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kernel_split_params.dummy_sd_flag = sd->flag;
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#endif
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/* Setup new shading point. */
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shader_setup_from_subsurface(kg, sd, &ss_isect->hits[hit], ray);
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/* Optionally blur colors and bump mapping. */
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float3 weight = ss_isect->weight[hit];
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float3 N = sd->N;
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subsurface_color_bump_blur(kg, sd, state, &weight, &N);
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/* Setup diffuse BSDF. */
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subsurface_scatter_setup_diffuse_bsdf(kg, sd, type, roughness, weight, N);
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}
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/* Random walk subsurface scattering.
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*
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* "Practical and Controllable Subsurface Scattering for Production Path
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* Tracing". Matt Jen-Yuan Chiang, Peter Kutz, Brent Burley. SIGGRAPH 2016. */
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ccl_device void subsurface_random_walk_remap(const float A,
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const float d,
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float *sigma_t,
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float *sigma_s)
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{
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/* Compute attenuation and scattering coefficients from albedo. */
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const float a = 1.0f - expf(A * (-5.09406f + A * (2.61188f - A * 4.31805f)));
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const float s = 1.9f - A + 3.5f * sqr(A - 0.8f);
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*sigma_t = 1.0f / fmaxf(d * s, 1e-16f);
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*sigma_s = *sigma_t * a;
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}
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ccl_device void subsurface_random_walk_coefficients(const ShaderClosure *sc,
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float3 *sigma_t,
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float3 *sigma_s,
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float3 *weight)
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{
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const Bssrdf *bssrdf = (const Bssrdf *)sc;
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const float3 A = bssrdf->albedo;
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const float3 d = bssrdf->radius;
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float sigma_t_x, sigma_t_y, sigma_t_z;
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float sigma_s_x, sigma_s_y, sigma_s_z;
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subsurface_random_walk_remap(A.x, d.x, &sigma_t_x, &sigma_s_x);
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subsurface_random_walk_remap(A.y, d.y, &sigma_t_y, &sigma_s_y);
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subsurface_random_walk_remap(A.z, d.z, &sigma_t_z, &sigma_s_z);
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*sigma_t = make_float3(sigma_t_x, sigma_t_y, sigma_t_z);
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*sigma_s = make_float3(sigma_s_x, sigma_s_y, sigma_s_z);
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/* Closure mixing and Fresnel weights separate from albedo. */
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*weight = safe_divide_color(bssrdf->weight, A);
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}
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#ifdef __KERNEL_OPTIX__
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ccl_device_inline /* inline trace calls */
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#else
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ccl_device_noinline
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#endif
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bool
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subsurface_random_walk(KernelGlobals *kg,
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LocalIntersection *ss_isect,
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ShaderData *sd,
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ccl_addr_space PathState *state,
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const ShaderClosure *sc,
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const float bssrdf_u,
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const float bssrdf_v)
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{
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/* Sample diffuse surface scatter into the object. */
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float3 D;
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float pdf;
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sample_cos_hemisphere(-sd->N, bssrdf_u, bssrdf_v, &D, &pdf);
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if (dot(-sd->Ng, D) <= 0.0f) {
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return 0;
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}
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/* Convert subsurface to volume coefficients. */
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float3 sigma_t, sigma_s;
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float3 throughput = make_float3(1.0f, 1.0f, 1.0f);
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subsurface_random_walk_coefficients(sc, &sigma_t, &sigma_s, &throughput);
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/* Setup ray. */
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#ifdef __SPLIT_KERNEL__
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Ray ray_object = ss_isect->ray;
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Ray *ray = &ray_object;
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#else
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Ray *ray = &ss_isect->ray;
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#endif
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ray->P = ray_offset(sd->P, -sd->Ng);
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ray->D = D;
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ray->t = FLT_MAX;
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ray->time = sd->time;
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/* Modify state for RNGs, decorrelated from other paths. */
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uint prev_rng_offset = state->rng_offset;
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uint prev_rng_hash = state->rng_hash;
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state->rng_hash = cmj_hash(state->rng_hash + state->rng_offset, 0xdeadbeef);
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/* Random walk until we hit the surface again. */
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bool hit = false;
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for (int bounce = 0; bounce < BSSRDF_MAX_BOUNCES; bounce++) {
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/* Advance random number offset. */
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state->rng_offset += PRNG_BOUNCE_NUM;
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if (bounce > 0) {
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/* Sample scattering direction. */
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const float anisotropy = 0.0f;
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float scatter_u, scatter_v;
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path_state_rng_2D(kg, state, PRNG_BSDF_U, &scatter_u, &scatter_v);
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ray->D = henyey_greenstrein_sample(ray->D, anisotropy, scatter_u, scatter_v, NULL);
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}
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/* Sample color channel, use MIS with balance heuristic. */
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float rphase = path_state_rng_1D(kg, state, PRNG_PHASE_CHANNEL);
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float3 albedo = safe_divide_color(sigma_s, sigma_t);
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float3 channel_pdf;
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int channel = kernel_volume_sample_channel(albedo, throughput, rphase, &channel_pdf);
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/* Distance sampling. */
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float rdist = path_state_rng_1D(kg, state, PRNG_SCATTER_DISTANCE);
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float sample_sigma_t = kernel_volume_channel_get(sigma_t, channel);
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float t = -logf(1.0f - rdist) / sample_sigma_t;
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ray->t = t;
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scene_intersect_local(kg, ray, ss_isect, sd->object, NULL, 1);
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hit = (ss_isect->num_hits > 0);
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if (hit) {
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/* Compute world space distance to surface hit. */
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float3 D = ray->D;
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object_inverse_dir_transform(kg, sd, &D);
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D = normalize(D) * ss_isect->hits[0].t;
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object_dir_transform(kg, sd, &D);
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t = len(D);
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}
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/* Advance to new scatter location. */
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ray->P += t * ray->D;
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/* Update throughput. */
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float3 transmittance = volume_color_transmittance(sigma_t, t);
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float pdf = dot(channel_pdf, (hit) ? transmittance : sigma_t * transmittance);
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throughput *= ((hit) ? transmittance : sigma_s * transmittance) / pdf;
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|
|
if (hit) {
|
|
/* If we hit the surface, we are done. */
|
|
break;
|
|
}
|
|
|
|
/* Russian roulette. */
|
|
float terminate = path_state_rng_1D(kg, state, PRNG_TERMINATE);
|
|
float probability = min(max3(fabs(throughput)), 1.0f);
|
|
if (terminate >= probability) {
|
|
break;
|
|
}
|
|
throughput /= probability;
|
|
}
|
|
|
|
kernel_assert(isfinite_safe(throughput.x) && isfinite_safe(throughput.y) &&
|
|
isfinite_safe(throughput.z));
|
|
|
|
state->rng_offset = prev_rng_offset;
|
|
state->rng_hash = prev_rng_hash;
|
|
|
|
/* Return number of hits in ss_isect. */
|
|
if (!hit) {
|
|
return 0;
|
|
}
|
|
|
|
/* TODO: gain back performance lost from merging with disk BSSRDF. We
|
|
* only need to return on hit so this indirect ray push/pop overhead
|
|
* is not actually needed, but it does keep the code simpler. */
|
|
ss_isect->weight[0] = throughput;
|
|
#ifdef __SPLIT_KERNEL__
|
|
ss_isect->ray = *ray;
|
|
#endif
|
|
|
|
return 1;
|
|
}
|
|
|
|
ccl_device_inline int subsurface_scatter_multi_intersect(KernelGlobals *kg,
|
|
LocalIntersection *ss_isect,
|
|
ShaderData *sd,
|
|
ccl_addr_space PathState *state,
|
|
const ShaderClosure *sc,
|
|
uint *lcg_state,
|
|
float bssrdf_u,
|
|
float bssrdf_v,
|
|
bool all)
|
|
{
|
|
if (CLOSURE_IS_DISK_BSSRDF(sc->type)) {
|
|
return subsurface_scatter_disk(kg, ss_isect, sd, sc, lcg_state, bssrdf_u, bssrdf_v, all);
|
|
}
|
|
else {
|
|
return subsurface_random_walk(kg, ss_isect, sd, state, sc, bssrdf_u, bssrdf_v);
|
|
}
|
|
}
|
|
|
|
CCL_NAMESPACE_END
|