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- /*
- * Copyright 2011-2013 Blender Foundation
- *
- * Licensed under the Apache License, Version 2.0 (the "License");
- * you may not use this file except in compliance with the License.
- * You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
- /*
- * ShaderData, used in four steps:
- *
- * Setup from incoming ray, sampled position and background.
- * Execute for surface, volume or displacement.
- * Evaluate one or more closures.
- * Release.
- */
- #include "kernel/closure/alloc.h"
- #include "kernel/closure/bsdf_util.h"
- #include "kernel/closure/bsdf.h"
- #include "kernel/closure/emissive.h"
- #include "kernel/svm/svm.h"
- CCL_NAMESPACE_BEGIN
- /* ShaderData setup from incoming ray */
- #ifdef __OBJECT_MOTION__
- ccl_device void shader_setup_object_transforms(KernelGlobals *kg, ShaderData *sd, float time)
- {
- if (sd->object_flag & SD_OBJECT_MOTION) {
- sd->ob_tfm = object_fetch_transform_motion(kg, sd->object, time);
- sd->ob_itfm = transform_quick_inverse(sd->ob_tfm);
- }
- else {
- sd->ob_tfm = object_fetch_transform(kg, sd->object, OBJECT_TRANSFORM);
- sd->ob_itfm = object_fetch_transform(kg, sd->object, OBJECT_INVERSE_TRANSFORM);
- }
- }
- #endif
- ccl_device_noinline void shader_setup_from_ray(KernelGlobals *kg,
- ShaderData *sd,
- const Intersection *isect,
- const Ray *ray)
- {
- PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
- #ifdef __INSTANCING__
- sd->object = (isect->object == OBJECT_NONE) ? kernel_tex_fetch(__prim_object, isect->prim) :
- isect->object;
- #endif
- sd->lamp = LAMP_NONE;
- sd->type = isect->type;
- sd->flag = 0;
- sd->object_flag = kernel_tex_fetch(__object_flag, sd->object);
- /* matrices and time */
- #ifdef __OBJECT_MOTION__
- shader_setup_object_transforms(kg, sd, ray->time);
- #endif
- sd->time = ray->time;
- sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
- sd->ray_length = isect->t;
- #ifdef __UV__
- sd->u = isect->u;
- sd->v = isect->v;
- #endif
- #ifdef __HAIR__
- if (sd->type & PRIMITIVE_ALL_CURVE) {
- /* curve */
- float4 curvedata = kernel_tex_fetch(__curves, sd->prim);
- sd->shader = __float_as_int(curvedata.z);
- sd->P = curve_refine(kg, sd, isect, ray);
- }
- else
- #endif
- if (sd->type & PRIMITIVE_TRIANGLE) {
- /* static triangle */
- float3 Ng = triangle_normal(kg, sd);
- sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
- /* vectors */
- sd->P = triangle_refine(kg, sd, isect, ray);
- sd->Ng = Ng;
- sd->N = Ng;
- /* smooth normal */
- if (sd->shader & SHADER_SMOOTH_NORMAL)
- sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
- #ifdef __DPDU__
- /* dPdu/dPdv */
- triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
- #endif
- }
- else {
- /* motion triangle */
- motion_triangle_shader_setup(kg, sd, isect, ray, false);
- }
- sd->I = -ray->D;
- sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
- #ifdef __INSTANCING__
- if (isect->object != OBJECT_NONE) {
- /* instance transform */
- object_normal_transform_auto(kg, sd, &sd->N);
- object_normal_transform_auto(kg, sd, &sd->Ng);
- # ifdef __DPDU__
- object_dir_transform_auto(kg, sd, &sd->dPdu);
- object_dir_transform_auto(kg, sd, &sd->dPdv);
- # endif
- }
- #endif
- /* backfacing test */
- bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
- if (backfacing) {
- sd->flag |= SD_BACKFACING;
- sd->Ng = -sd->Ng;
- sd->N = -sd->N;
- #ifdef __DPDU__
- sd->dPdu = -sd->dPdu;
- sd->dPdv = -sd->dPdv;
- #endif
- }
- #ifdef __RAY_DIFFERENTIALS__
- /* differentials */
- differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t);
- differential_incoming(&sd->dI, ray->dD);
- differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
- #endif
- PROFILING_SHADER(sd->shader);
- PROFILING_OBJECT(sd->object);
- }
- /* ShaderData setup from BSSRDF scatter */
- #ifdef __SUBSURFACE__
- # ifndef __KERNEL_CUDA__
- ccl_device
- # else
- ccl_device_inline
- # endif
- void
- shader_setup_from_subsurface(KernelGlobals *kg,
- ShaderData *sd,
- const Intersection *isect,
- const Ray *ray)
- {
- PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
- const bool backfacing = sd->flag & SD_BACKFACING;
- /* object, matrices, time, ray_length stay the same */
- sd->flag = 0;
- sd->object_flag = kernel_tex_fetch(__object_flag, sd->object);
- sd->prim = kernel_tex_fetch(__prim_index, isect->prim);
- sd->type = isect->type;
- # ifdef __UV__
- sd->u = isect->u;
- sd->v = isect->v;
- # endif
- /* fetch triangle data */
- if (sd->type == PRIMITIVE_TRIANGLE) {
- float3 Ng = triangle_normal(kg, sd);
- sd->shader = kernel_tex_fetch(__tri_shader, sd->prim);
- /* static triangle */
- sd->P = triangle_refine_local(kg, sd, isect, ray);
- sd->Ng = Ng;
- sd->N = Ng;
- if (sd->shader & SHADER_SMOOTH_NORMAL)
- sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
- # ifdef __DPDU__
- /* dPdu/dPdv */
- triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
- # endif
- }
- else {
- /* motion triangle */
- motion_triangle_shader_setup(kg, sd, isect, ray, true);
- }
- sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
- # ifdef __INSTANCING__
- if (isect->object != OBJECT_NONE) {
- /* instance transform */
- object_normal_transform_auto(kg, sd, &sd->N);
- object_normal_transform_auto(kg, sd, &sd->Ng);
- # ifdef __DPDU__
- object_dir_transform_auto(kg, sd, &sd->dPdu);
- object_dir_transform_auto(kg, sd, &sd->dPdv);
- # endif
- }
- # endif
- /* backfacing test */
- if (backfacing) {
- sd->flag |= SD_BACKFACING;
- sd->Ng = -sd->Ng;
- sd->N = -sd->N;
- # ifdef __DPDU__
- sd->dPdu = -sd->dPdu;
- sd->dPdv = -sd->dPdv;
- # endif
- }
- /* should not get used in principle as the shading will only use a diffuse
- * BSDF, but the shader might still access it */
- sd->I = sd->N;
- # ifdef __RAY_DIFFERENTIALS__
- /* differentials */
- differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng);
- /* don't modify dP and dI */
- # endif
- PROFILING_SHADER(sd->shader);
- }
- #endif
- /* ShaderData setup from position sampled on mesh */
- ccl_device_inline void shader_setup_from_sample(KernelGlobals *kg,
- ShaderData *sd,
- const float3 P,
- const float3 Ng,
- const float3 I,
- int shader,
- int object,
- int prim,
- float u,
- float v,
- float t,
- float time,
- bool object_space,
- int lamp)
- {
- PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
- /* vectors */
- sd->P = P;
- sd->N = Ng;
- sd->Ng = Ng;
- sd->I = I;
- sd->shader = shader;
- if (prim != PRIM_NONE)
- sd->type = PRIMITIVE_TRIANGLE;
- else if (lamp != LAMP_NONE)
- sd->type = PRIMITIVE_LAMP;
- else
- sd->type = PRIMITIVE_NONE;
- /* primitive */
- #ifdef __INSTANCING__
- sd->object = object;
- #endif
- sd->lamp = LAMP_NONE;
- /* currently no access to bvh prim index for strand sd->prim*/
- sd->prim = prim;
- #ifdef __UV__
- sd->u = u;
- sd->v = v;
- #endif
- sd->time = time;
- sd->ray_length = t;
- sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
- sd->object_flag = 0;
- if (sd->object != OBJECT_NONE) {
- sd->object_flag |= kernel_tex_fetch(__object_flag, sd->object);
- #ifdef __OBJECT_MOTION__
- shader_setup_object_transforms(kg, sd, time);
- }
- else if (lamp != LAMP_NONE) {
- sd->ob_tfm = lamp_fetch_transform(kg, lamp, false);
- sd->ob_itfm = lamp_fetch_transform(kg, lamp, true);
- sd->lamp = lamp;
- #else
- }
- else if (lamp != LAMP_NONE) {
- sd->lamp = lamp;
- #endif
- }
- /* transform into world space */
- if (object_space) {
- object_position_transform_auto(kg, sd, &sd->P);
- object_normal_transform_auto(kg, sd, &sd->Ng);
- sd->N = sd->Ng;
- object_dir_transform_auto(kg, sd, &sd->I);
- }
- if (sd->type & PRIMITIVE_TRIANGLE) {
- /* smooth normal */
- if (sd->shader & SHADER_SMOOTH_NORMAL) {
- sd->N = triangle_smooth_normal(kg, Ng, sd->prim, sd->u, sd->v);
- #ifdef __INSTANCING__
- if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
- object_normal_transform_auto(kg, sd, &sd->N);
- }
- #endif
- }
- /* dPdu/dPdv */
- #ifdef __DPDU__
- triangle_dPdudv(kg, sd->prim, &sd->dPdu, &sd->dPdv);
- # ifdef __INSTANCING__
- if (!(sd->object_flag & SD_OBJECT_TRANSFORM_APPLIED)) {
- object_dir_transform_auto(kg, sd, &sd->dPdu);
- object_dir_transform_auto(kg, sd, &sd->dPdv);
- }
- # endif
- #endif
- }
- else {
- #ifdef __DPDU__
- sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
- sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
- #endif
- }
- /* backfacing test */
- if (sd->prim != PRIM_NONE) {
- bool backfacing = (dot(sd->Ng, sd->I) < 0.0f);
- if (backfacing) {
- sd->flag |= SD_BACKFACING;
- sd->Ng = -sd->Ng;
- sd->N = -sd->N;
- #ifdef __DPDU__
- sd->dPdu = -sd->dPdu;
- sd->dPdv = -sd->dPdv;
- #endif
- }
- }
- #ifdef __RAY_DIFFERENTIALS__
- /* no ray differentials here yet */
- sd->dP = differential3_zero();
- sd->dI = differential3_zero();
- sd->du = differential_zero();
- sd->dv = differential_zero();
- #endif
- PROFILING_SHADER(sd->shader);
- PROFILING_OBJECT(sd->object);
- }
- /* ShaderData setup for displacement */
- ccl_device void shader_setup_from_displace(
- KernelGlobals *kg, ShaderData *sd, int object, int prim, float u, float v)
- {
- float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f);
- int shader;
- triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
- /* force smooth shading for displacement */
- shader |= SHADER_SMOOTH_NORMAL;
- shader_setup_from_sample(
- kg,
- sd,
- P,
- Ng,
- I,
- shader,
- object,
- prim,
- u,
- v,
- 0.0f,
- 0.5f,
- !(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
- LAMP_NONE);
- }
- /* ShaderData setup from ray into background */
- ccl_device_inline void shader_setup_from_background(KernelGlobals *kg,
- ShaderData *sd,
- const Ray *ray)
- {
- PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
- /* vectors */
- sd->P = ray->D;
- sd->N = -ray->D;
- sd->Ng = -ray->D;
- sd->I = -ray->D;
- sd->shader = kernel_data.background.surface_shader;
- sd->flag = kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
- sd->object_flag = 0;
- sd->time = ray->time;
- sd->ray_length = 0.0f;
- #ifdef __INSTANCING__
- sd->object = OBJECT_NONE;
- #endif
- sd->lamp = LAMP_NONE;
- sd->prim = PRIM_NONE;
- #ifdef __UV__
- sd->u = 0.0f;
- sd->v = 0.0f;
- #endif
- #ifdef __DPDU__
- /* dPdu/dPdv */
- sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
- sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
- #endif
- #ifdef __RAY_DIFFERENTIALS__
- /* differentials */
- sd->dP = ray->dD;
- differential_incoming(&sd->dI, sd->dP);
- sd->du = differential_zero();
- sd->dv = differential_zero();
- #endif
- /* for NDC coordinates */
- sd->ray_P = ray->P;
- PROFILING_SHADER(sd->shader);
- PROFILING_OBJECT(sd->object);
- }
- /* ShaderData setup from point inside volume */
- #ifdef __VOLUME__
- ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *sd, const Ray *ray)
- {
- PROFILING_INIT(kg, PROFILING_SHADER_SETUP);
- /* vectors */
- sd->P = ray->P;
- sd->N = -ray->D;
- sd->Ng = -ray->D;
- sd->I = -ray->D;
- sd->shader = SHADER_NONE;
- sd->flag = 0;
- sd->object_flag = 0;
- sd->time = ray->time;
- sd->ray_length = 0.0f; /* todo: can we set this to some useful value? */
- # ifdef __INSTANCING__
- sd->object = OBJECT_NONE; /* todo: fill this for texture coordinates */
- # endif
- sd->lamp = LAMP_NONE;
- sd->prim = PRIM_NONE;
- sd->type = PRIMITIVE_NONE;
- # ifdef __UV__
- sd->u = 0.0f;
- sd->v = 0.0f;
- # endif
- # ifdef __DPDU__
- /* dPdu/dPdv */
- sd->dPdu = make_float3(0.0f, 0.0f, 0.0f);
- sd->dPdv = make_float3(0.0f, 0.0f, 0.0f);
- # endif
- # ifdef __RAY_DIFFERENTIALS__
- /* differentials */
- sd->dP = ray->dD;
- differential_incoming(&sd->dI, sd->dP);
- sd->du = differential_zero();
- sd->dv = differential_zero();
- # endif
- /* for NDC coordinates */
- sd->ray_P = ray->P;
- sd->ray_dP = ray->dP;
- PROFILING_SHADER(sd->shader);
- PROFILING_OBJECT(sd->object);
- }
- #endif /* __VOLUME__ */
- /* Merging */
- #if defined(__BRANCHED_PATH__) || defined(__VOLUME__)
- ccl_device_inline void shader_merge_closures(ShaderData *sd)
- {
- /* merge identical closures, better when we sample a single closure at a time */
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sci = &sd->closure[i];
- for (int j = i + 1; j < sd->num_closure; j++) {
- ShaderClosure *scj = &sd->closure[j];
- if (sci->type != scj->type)
- continue;
- if (!bsdf_merge(sci, scj))
- continue;
- sci->weight += scj->weight;
- sci->sample_weight += scj->sample_weight;
- int size = sd->num_closure - (j + 1);
- if (size > 0) {
- for (int k = 0; k < size; k++) {
- scj[k] = scj[k + 1];
- }
- }
- sd->num_closure--;
- kernel_assert(sd->num_closure >= 0);
- j--;
- }
- }
- }
- #endif /* __BRANCHED_PATH__ || __VOLUME__ */
- /* Defensive sampling. */
- ccl_device_inline void shader_prepare_closures(ShaderData *sd, ccl_addr_space PathState *state)
- {
- /* We can likely also do defensive sampling at deeper bounces, particularly
- * for cases like a perfect mirror but possibly also others. This will need
- * a good heuristic. */
- if (state->bounce + state->transparent_bounce == 0 && sd->num_closure > 1) {
- float sum = 0.0f;
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- sum += sc->sample_weight;
- }
- }
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- sc->sample_weight = max(sc->sample_weight, 0.125f * sum);
- }
- }
- }
- }
- /* BSDF */
- ccl_device_inline void _shader_bsdf_multi_eval(KernelGlobals *kg,
- ShaderData *sd,
- const float3 omega_in,
- float *pdf,
- const ShaderClosure *skip_sc,
- BsdfEval *result_eval,
- float sum_pdf,
- float sum_sample_weight)
- {
- /* this is the veach one-sample model with balance heuristic, some pdf
- * factors drop out when using balance heuristic weighting */
- for (int i = 0; i < sd->num_closure; i++) {
- const ShaderClosure *sc = &sd->closure[i];
- if (sc != skip_sc && CLOSURE_IS_BSDF(sc->type)) {
- float bsdf_pdf = 0.0f;
- float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf);
- if (bsdf_pdf != 0.0f) {
- bsdf_eval_accum(result_eval, sc->type, eval * sc->weight, 1.0f);
- sum_pdf += bsdf_pdf * sc->sample_weight;
- }
- sum_sample_weight += sc->sample_weight;
- }
- }
- *pdf = (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
- }
- #ifdef __BRANCHED_PATH__
- ccl_device_inline void _shader_bsdf_multi_eval_branched(KernelGlobals *kg,
- ShaderData *sd,
- const float3 omega_in,
- BsdfEval *result_eval,
- float light_pdf,
- bool use_mis)
- {
- for (int i = 0; i < sd->num_closure; i++) {
- const ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF(sc->type)) {
- float bsdf_pdf = 0.0f;
- float3 eval = bsdf_eval(kg, sd, sc, omega_in, &bsdf_pdf);
- if (bsdf_pdf != 0.0f) {
- float mis_weight = use_mis ? power_heuristic(light_pdf, bsdf_pdf) : 1.0f;
- bsdf_eval_accum(result_eval, sc->type, eval * sc->weight, mis_weight);
- }
- }
- }
- }
- #endif /* __BRANCHED_PATH__ */
- #ifndef __KERNEL_CUDA__
- ccl_device
- #else
- ccl_device_inline
- #endif
- void
- shader_bsdf_eval(KernelGlobals *kg,
- ShaderData *sd,
- const float3 omega_in,
- BsdfEval *eval,
- float light_pdf,
- bool use_mis)
- {
- PROFILING_INIT(kg, PROFILING_CLOSURE_EVAL);
- bsdf_eval_init(
- eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
- #ifdef __BRANCHED_PATH__
- if (kernel_data.integrator.branched)
- _shader_bsdf_multi_eval_branched(kg, sd, omega_in, eval, light_pdf, use_mis);
- else
- #endif
- {
- float pdf;
- _shader_bsdf_multi_eval(kg, sd, omega_in, &pdf, NULL, eval, 0.0f, 0.0f);
- if (use_mis) {
- float weight = power_heuristic(light_pdf, pdf);
- bsdf_eval_mis(eval, weight);
- }
- }
- }
- ccl_device_inline const ShaderClosure *shader_bsdf_pick(ShaderData *sd, float *randu)
- {
- /* Note the sampling here must match shader_bssrdf_pick,
- * since we reuse the same random number. */
- int sampled = 0;
- if (sd->num_closure > 1) {
- /* Pick a BSDF or based on sample weights. */
- float sum = 0.0f;
- for (int i = 0; i < sd->num_closure; i++) {
- const ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- sum += sc->sample_weight;
- }
- }
- float r = (*randu) * sum;
- float partial_sum = 0.0f;
- for (int i = 0; i < sd->num_closure; i++) {
- const ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- float next_sum = partial_sum + sc->sample_weight;
- if (r < next_sum) {
- sampled = i;
- /* Rescale to reuse for direction sample, to better
- * preserve stratification. */
- *randu = (r - partial_sum) / sc->sample_weight;
- break;
- }
- partial_sum = next_sum;
- }
- }
- }
- const ShaderClosure *sc = &sd->closure[sampled];
- return CLOSURE_IS_BSDF(sc->type) ? sc : NULL;
- }
- ccl_device_inline const ShaderClosure *shader_bssrdf_pick(ShaderData *sd,
- ccl_addr_space float3 *throughput,
- float *randu)
- {
- /* Note the sampling here must match shader_bsdf_pick,
- * since we reuse the same random number. */
- int sampled = 0;
- if (sd->num_closure > 1) {
- /* Pick a BSDF or BSSRDF or based on sample weights. */
- float sum_bsdf = 0.0f;
- float sum_bssrdf = 0.0f;
- for (int i = 0; i < sd->num_closure; i++) {
- const ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF(sc->type)) {
- sum_bsdf += sc->sample_weight;
- }
- else if (CLOSURE_IS_BSSRDF(sc->type)) {
- sum_bssrdf += sc->sample_weight;
- }
- }
- float r = (*randu) * (sum_bsdf + sum_bssrdf);
- float partial_sum = 0.0f;
- for (int i = 0; i < sd->num_closure; i++) {
- const ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type)) {
- float next_sum = partial_sum + sc->sample_weight;
- if (r < next_sum) {
- if (CLOSURE_IS_BSDF(sc->type)) {
- *throughput *= (sum_bsdf + sum_bssrdf) / sum_bsdf;
- return NULL;
- }
- else {
- *throughput *= (sum_bsdf + sum_bssrdf) / sum_bssrdf;
- sampled = i;
- /* Rescale to reuse for direction sample, to better
- * preserve stratifaction. */
- *randu = (r - partial_sum) / sc->sample_weight;
- break;
- }
- }
- partial_sum = next_sum;
- }
- }
- }
- const ShaderClosure *sc = &sd->closure[sampled];
- return CLOSURE_IS_BSSRDF(sc->type) ? sc : NULL;
- }
- ccl_device_inline int shader_bsdf_sample(KernelGlobals *kg,
- ShaderData *sd,
- float randu,
- float randv,
- BsdfEval *bsdf_eval,
- float3 *omega_in,
- differential3 *domega_in,
- float *pdf)
- {
- PROFILING_INIT(kg, PROFILING_CLOSURE_SAMPLE);
- const ShaderClosure *sc = shader_bsdf_pick(sd, &randu);
- if (sc == NULL) {
- *pdf = 0.0f;
- return LABEL_NONE;
- }
- /* BSSRDF should already have been handled elsewhere. */
- kernel_assert(CLOSURE_IS_BSDF(sc->type));
- int label;
- float3 eval;
- *pdf = 0.0f;
- label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
- if (*pdf != 0.0f) {
- bsdf_eval_init(bsdf_eval, sc->type, eval * sc->weight, kernel_data.film.use_light_pass);
- if (sd->num_closure > 1) {
- float sweight = sc->sample_weight;
- _shader_bsdf_multi_eval(kg, sd, *omega_in, pdf, sc, bsdf_eval, *pdf * sweight, sweight);
- }
- }
- return label;
- }
- ccl_device int shader_bsdf_sample_closure(KernelGlobals *kg,
- ShaderData *sd,
- const ShaderClosure *sc,
- float randu,
- float randv,
- BsdfEval *bsdf_eval,
- float3 *omega_in,
- differential3 *domega_in,
- float *pdf)
- {
- PROFILING_INIT(kg, PROFILING_CLOSURE_SAMPLE);
- int label;
- float3 eval;
- *pdf = 0.0f;
- label = bsdf_sample(kg, sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
- if (*pdf != 0.0f)
- bsdf_eval_init(bsdf_eval, sc->type, eval * sc->weight, kernel_data.film.use_light_pass);
- return label;
- }
- ccl_device float shader_bsdf_average_roughness(ShaderData *sd)
- {
- float roughness = 0.0f;
- float sum_weight = 0.0f;
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF(sc->type)) {
- /* sqrt once to undo the squaring from multiplying roughness on the
- * two axes, and once for the squared roughness convention. */
- float weight = fabsf(average(sc->weight));
- roughness += weight * sqrtf(safe_sqrtf(bsdf_get_roughness_squared(sc)));
- sum_weight += weight;
- }
- }
- return (sum_weight > 0.0f) ? roughness / sum_weight : 0.0f;
- }
- ccl_device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness)
- {
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF(sc->type))
- bsdf_blur(kg, sc, roughness);
- }
- }
- ccl_device float3 shader_bsdf_transparency(KernelGlobals *kg, const ShaderData *sd)
- {
- if (sd->flag & SD_HAS_ONLY_VOLUME) {
- return make_float3(1.0f, 1.0f, 1.0f);
- }
- else if (sd->flag & SD_TRANSPARENT) {
- return sd->closure_transparent_extinction;
- }
- else {
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- }
- ccl_device void shader_bsdf_disable_transparency(KernelGlobals *kg, ShaderData *sd)
- {
- if (sd->flag & SD_TRANSPARENT) {
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (sc->type == CLOSURE_BSDF_TRANSPARENT_ID) {
- sc->sample_weight = 0.0f;
- sc->weight = make_float3(0.0f, 0.0f, 0.0f);
- }
- }
- sd->flag &= ~SD_TRANSPARENT;
- }
- }
- ccl_device float3 shader_bsdf_alpha(KernelGlobals *kg, ShaderData *sd)
- {
- float3 alpha = make_float3(1.0f, 1.0f, 1.0f) - shader_bsdf_transparency(kg, sd);
- alpha = max(alpha, make_float3(0.0f, 0.0f, 0.0f));
- alpha = min(alpha, make_float3(1.0f, 1.0f, 1.0f));
- return alpha;
- }
- ccl_device float3 shader_bsdf_diffuse(KernelGlobals *kg, ShaderData *sd)
- {
- float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_DIFFUSE(sc->type))
- eval += sc->weight;
- }
- return eval;
- }
- ccl_device float3 shader_bsdf_glossy(KernelGlobals *kg, ShaderData *sd)
- {
- float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_GLOSSY(sc->type))
- eval += sc->weight;
- }
- return eval;
- }
- ccl_device float3 shader_bsdf_transmission(KernelGlobals *kg, ShaderData *sd)
- {
- float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_TRANSMISSION(sc->type))
- eval += sc->weight;
- }
- return eval;
- }
- ccl_device float3 shader_bsdf_subsurface(KernelGlobals *kg, ShaderData *sd)
- {
- float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSSRDF(sc->type) || CLOSURE_IS_BSDF_BSSRDF(sc->type))
- eval += sc->weight;
- }
- return eval;
- }
- ccl_device float3 shader_bsdf_average_normal(KernelGlobals *kg, ShaderData *sd)
- {
- float3 N = make_float3(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_OR_BSSRDF(sc->type))
- N += sc->N * fabsf(average(sc->weight));
- }
- return (is_zero(N)) ? sd->N : normalize(N);
- }
- ccl_device float3 shader_bsdf_ao(KernelGlobals *kg, ShaderData *sd, float ao_factor, float3 *N_)
- {
- float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- float3 N = make_float3(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSDF_DIFFUSE(sc->type)) {
- const DiffuseBsdf *bsdf = (const DiffuseBsdf *)sc;
- eval += sc->weight * ao_factor;
- N += bsdf->N * fabsf(average(sc->weight));
- }
- }
- *N_ = (is_zero(N)) ? sd->N : normalize(N);
- return eval;
- }
- #ifdef __SUBSURFACE__
- ccl_device float3 shader_bssrdf_sum(ShaderData *sd, float3 *N_, float *texture_blur_)
- {
- float3 eval = make_float3(0.0f, 0.0f, 0.0f);
- float3 N = make_float3(0.0f, 0.0f, 0.0f);
- float texture_blur = 0.0f, weight_sum = 0.0f;
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_BSSRDF(sc->type)) {
- const Bssrdf *bssrdf = (const Bssrdf *)sc;
- float avg_weight = fabsf(average(sc->weight));
- N += bssrdf->N * avg_weight;
- eval += sc->weight;
- texture_blur += bssrdf->texture_blur * avg_weight;
- weight_sum += avg_weight;
- }
- }
- if (N_)
- *N_ = (is_zero(N)) ? sd->N : normalize(N);
- if (texture_blur_)
- *texture_blur_ = safe_divide(texture_blur, weight_sum);
- return eval;
- }
- #endif /* __SUBSURFACE__ */
- /* Constant emission optimization */
- ccl_device bool shader_constant_emission_eval(KernelGlobals *kg, int shader, float3 *eval)
- {
- int shader_index = shader & SHADER_MASK;
- int shader_flag = kernel_tex_fetch(__shaders, shader_index).flags;
- if (shader_flag & SD_HAS_CONSTANT_EMISSION) {
- *eval = make_float3(kernel_tex_fetch(__shaders, shader_index).constant_emission[0],
- kernel_tex_fetch(__shaders, shader_index).constant_emission[1],
- kernel_tex_fetch(__shaders, shader_index).constant_emission[2]);
- return true;
- }
- return false;
- }
- /* Background */
- ccl_device float3 shader_background_eval(ShaderData *sd)
- {
- if (sd->flag & SD_EMISSION) {
- return sd->closure_emission_background;
- }
- else {
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- }
- /* Emission */
- ccl_device float3 shader_emissive_eval(ShaderData *sd)
- {
- if (sd->flag & SD_EMISSION) {
- return emissive_simple_eval(sd->Ng, sd->I) * sd->closure_emission_background;
- }
- else {
- return make_float3(0.0f, 0.0f, 0.0f);
- }
- }
- /* Holdout */
- ccl_device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
- {
- float3 weight = make_float3(0.0f, 0.0f, 0.0f);
- for (int i = 0; i < sd->num_closure; i++) {
- ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_HOLDOUT(sc->type))
- weight += sc->weight;
- }
- return weight;
- }
- /* Surface Evaluation */
- ccl_device void shader_eval_surface(KernelGlobals *kg,
- ShaderData *sd,
- ccl_addr_space PathState *state,
- int path_flag)
- {
- PROFILING_INIT(kg, PROFILING_SHADER_EVAL);
- /* If path is being terminated, we are tracing a shadow ray or evaluating
- * emission, then we don't need to store closures. The emission and shadow
- * shader data also do not have a closure array to save GPU memory. */
- int max_closures;
- if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
- max_closures = 0;
- }
- else {
- max_closures = kernel_data.integrator.max_closures;
- }
- sd->num_closure = 0;
- sd->num_closure_left = max_closures;
- #ifdef __OSL__
- if (kg->osl) {
- if (sd->object == OBJECT_NONE && sd->lamp == LAMP_NONE) {
- OSLShader::eval_background(kg, sd, state, path_flag);
- }
- else {
- OSLShader::eval_surface(kg, sd, state, path_flag);
- }
- }
- else
- #endif
- {
- #ifdef __SVM__
- svm_eval_nodes(kg, sd, state, SHADER_TYPE_SURFACE, path_flag);
- #else
- if (sd->object == OBJECT_NONE) {
- sd->closure_emission_background = make_float3(0.8f, 0.8f, 0.8f);
- sd->flag |= SD_EMISSION;
- }
- else {
- DiffuseBsdf *bsdf = (DiffuseBsdf *)bsdf_alloc(
- sd, sizeof(DiffuseBsdf), make_float3(0.8f, 0.8f, 0.8f));
- if (bsdf != NULL) {
- bsdf->N = sd->N;
- sd->flag |= bsdf_diffuse_setup(bsdf);
- }
- }
- #endif
- }
- if (sd->flag & SD_BSDF_NEEDS_LCG) {
- sd->lcg_state = lcg_state_init_addrspace(state, 0xb4bc3953);
- }
- }
- /* Volume */
- #ifdef __VOLUME__
- ccl_device_inline void _shader_volume_phase_multi_eval(const ShaderData *sd,
- const float3 omega_in,
- float *pdf,
- int skip_phase,
- BsdfEval *result_eval,
- float sum_pdf,
- float sum_sample_weight)
- {
- for (int i = 0; i < sd->num_closure; i++) {
- if (i == skip_phase)
- continue;
- const ShaderClosure *sc = &sd->closure[i];
- if (CLOSURE_IS_PHASE(sc->type)) {
- float phase_pdf = 0.0f;
- float3 eval = volume_phase_eval(sd, sc, omega_in, &phase_pdf);
- if (phase_pdf != 0.0f) {
- bsdf_eval_accum(result_eval, sc->type, eval, 1.0f);
- sum_pdf += phase_pdf * sc->sample_weight;
- }
- sum_sample_weight += sc->sample_weight;
- }
- }
- *pdf = (sum_sample_weight > 0.0f) ? sum_pdf / sum_sample_weight : 0.0f;
- }
- ccl_device void shader_volume_phase_eval(
- KernelGlobals *kg, const ShaderData *sd, const float3 omega_in, BsdfEval *eval, float *pdf)
- {
- PROFILING_INIT(kg, PROFILING_CLOSURE_VOLUME_EVAL);
- bsdf_eval_init(
- eval, NBUILTIN_CLOSURES, make_float3(0.0f, 0.0f, 0.0f), kernel_data.film.use_light_pass);
- _shader_volume_phase_multi_eval(sd, omega_in, pdf, -1, eval, 0.0f, 0.0f);
- }
- ccl_device int shader_volume_phase_sample(KernelGlobals *kg,
- const ShaderData *sd,
- float randu,
- float randv,
- BsdfEval *phase_eval,
- float3 *omega_in,
- differential3 *domega_in,
- float *pdf)
- {
- PROFILING_INIT(kg, PROFILING_CLOSURE_VOLUME_SAMPLE);
- int sampled = 0;
- if (sd->num_closure > 1) {
- /* pick a phase closure based on sample weights */
- float sum = 0.0f;
- for (sampled = 0; sampled < sd->num_closure; sampled++) {
- const ShaderClosure *sc = &sd->closure[sampled];
- if (CLOSURE_IS_PHASE(sc->type))
- sum += sc->sample_weight;
- }
- float r = randu * sum;
- float partial_sum = 0.0f;
- for (sampled = 0; sampled < sd->num_closure; sampled++) {
- const ShaderClosure *sc = &sd->closure[sampled];
- if (CLOSURE_IS_PHASE(sc->type)) {
- float next_sum = partial_sum + sc->sample_weight;
- if (r <= next_sum) {
- /* Rescale to reuse for BSDF direction sample. */
- randu = (r - partial_sum) / sc->sample_weight;
- break;
- }
- partial_sum = next_sum;
- }
- }
- if (sampled == sd->num_closure) {
- *pdf = 0.0f;
- return LABEL_NONE;
- }
- }
- /* todo: this isn't quite correct, we don't weight anisotropy properly
- * depending on color channels, even if this is perhaps not a common case */
- const ShaderClosure *sc = &sd->closure[sampled];
- int label;
- float3 eval;
- *pdf = 0.0f;
- label = volume_phase_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
- if (*pdf != 0.0f) {
- bsdf_eval_init(phase_eval, sc->type, eval, kernel_data.film.use_light_pass);
- }
- return label;
- }
- ccl_device int shader_phase_sample_closure(KernelGlobals *kg,
- const ShaderData *sd,
- const ShaderClosure *sc,
- float randu,
- float randv,
- BsdfEval *phase_eval,
- float3 *omega_in,
- differential3 *domega_in,
- float *pdf)
- {
- PROFILING_INIT(kg, PROFILING_CLOSURE_VOLUME_SAMPLE);
- int label;
- float3 eval;
- *pdf = 0.0f;
- label = volume_phase_sample(sd, sc, randu, randv, &eval, omega_in, domega_in, pdf);
- if (*pdf != 0.0f)
- bsdf_eval_init(phase_eval, sc->type, eval, kernel_data.film.use_light_pass);
- return label;
- }
- /* Volume Evaluation */
- ccl_device_inline void shader_eval_volume(KernelGlobals *kg,
- ShaderData *sd,
- ccl_addr_space PathState *state,
- ccl_addr_space VolumeStack *stack,
- int path_flag)
- {
- /* If path is being terminated, we are tracing a shadow ray or evaluating
- * emission, then we don't need to store closures. The emission and shadow
- * shader data also do not have a closure array to save GPU memory. */
- int max_closures;
- if (path_flag & (PATH_RAY_TERMINATE | PATH_RAY_SHADOW | PATH_RAY_EMISSION)) {
- max_closures = 0;
- }
- else {
- max_closures = kernel_data.integrator.max_closures;
- }
- /* reset closures once at the start, we will be accumulating the closures
- * for all volumes in the stack into a single array of closures */
- sd->num_closure = 0;
- sd->num_closure_left = max_closures;
- sd->flag = 0;
- sd->object_flag = 0;
- for (int i = 0; stack[i].shader != SHADER_NONE; i++) {
- /* setup shaderdata from stack. it's mostly setup already in
- * shader_setup_from_volume, this switching should be quick */
- sd->object = stack[i].object;
- sd->lamp = LAMP_NONE;
- sd->shader = stack[i].shader;
- sd->flag &= ~SD_SHADER_FLAGS;
- sd->flag |= kernel_tex_fetch(__shaders, (sd->shader & SHADER_MASK)).flags;
- sd->object_flag &= ~SD_OBJECT_FLAGS;
- if (sd->object != OBJECT_NONE) {
- sd->object_flag |= kernel_tex_fetch(__object_flag, sd->object);
- # ifdef __OBJECT_MOTION__
- /* todo: this is inefficient for motion blur, we should be
- * caching matrices instead of recomputing them each step */
- shader_setup_object_transforms(kg, sd, sd->time);
- # endif
- }
- /* evaluate shader */
- # ifdef __SVM__
- # ifdef __OSL__
- if (kg->osl) {
- OSLShader::eval_volume(kg, sd, state, path_flag);
- }
- else
- # endif
- {
- svm_eval_nodes(kg, sd, state, SHADER_TYPE_VOLUME, path_flag);
- }
- # endif
- /* merge closures to avoid exceeding number of closures limit */
- if (i > 0)
- shader_merge_closures(sd);
- }
- }
- #endif /* __VOLUME__ */
- /* Displacement Evaluation */
- ccl_device void shader_eval_displacement(KernelGlobals *kg,
- ShaderData *sd,
- ccl_addr_space PathState *state)
- {
- sd->num_closure = 0;
- sd->num_closure_left = 0;
- /* this will modify sd->P */
- #ifdef __SVM__
- # ifdef __OSL__
- if (kg->osl)
- OSLShader::eval_displacement(kg, sd, state);
- else
- # endif
- {
- svm_eval_nodes(kg, sd, state, SHADER_TYPE_DISPLACEMENT, 0);
- }
- #endif
- }
- /* Transparent Shadows */
- #ifdef __TRANSPARENT_SHADOWS__
- ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect)
- {
- int prim = kernel_tex_fetch(__prim_index, isect->prim);
- int shader = 0;
- # ifdef __HAIR__
- if (kernel_tex_fetch(__prim_type, isect->prim) & PRIMITIVE_ALL_TRIANGLE) {
- # endif
- shader = kernel_tex_fetch(__tri_shader, prim);
- # ifdef __HAIR__
- }
- else {
- float4 str = kernel_tex_fetch(__curves, prim);
- shader = __float_as_int(str.z);
- }
- # endif
- int flag = kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).flags;
- return (flag & SD_HAS_TRANSPARENT_SHADOW) != 0;
- }
- #endif /* __TRANSPARENT_SHADOWS__ */
- ccl_device float shader_cryptomatte_id(KernelGlobals *kg, int shader)
- {
- return kernel_tex_fetch(__shaders, (shader & SHADER_MASK)).cryptomatte_id;
- }
- CCL_NAMESPACE_END
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