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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 23:02:40 +0400
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2013-12-28 23:12:11 +0400
commit2b39214c4d8811b06545b83c4e42a7578266e2b1 (patch)
tree5cbddb26f8031ff94035f5aff2dc516a2d0359d9 /intern/cycles/kernel/kernel_shader.h
parente369a5c48529864118d49222dde3d530d58ebeae (diff)
Cycles Volume Render: add support for overlapping volume objects.
This works pretty much as you would expect, overlapping volume objects gives a more dense volume. What did change is that world volume shaders are now active everywhere, they are no longer excluded inside objects. This may not be desirable and we need to think of better control over this. In some cases you clearly want it to happen, for example if you are rendering a fire in a foggy environment. In other cases like the inside of a house you may not want any fog, but it doesn't seem possible in general for the renderer to automatically determine what is inside or outside of the house. This is implemented using a simple fixed size array of shader/object ID pairs, limited to max 15 overlapping objects. The closures from all shaders are put into a single closure array, exactly the same as if an add shader was used to combine them.
Diffstat (limited to 'intern/cycles/kernel/kernel_shader.h')
-rw-r--r--intern/cycles/kernel/kernel_shader.h151
1 files changed, 107 insertions, 44 deletions
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h
index a2f4e0a8885..685143b29c3 100644
--- a/intern/cycles/kernel/kernel_shader.h
+++ b/intern/cycles/kernel/kernel_shader.h
@@ -459,6 +459,41 @@ ccl_device_inline void shader_setup_from_volume(KernelGlobals *kg, ShaderData *s
sd->ray_dP = ray->dP;
}
+/* Merging */
+
+#if defined(__BRANCHED_PATH__) || defined(__VOLUME__)
+ccl_device 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];
+
+#ifdef __OSL__
+ if(!sci->prim && !scj->prim && sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) {
+#else
+ if(sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) {
+#endif
+ 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--;
+ j--;
+ }
+ }
+ }
+}
+#endif
+
/* BSDF */
#ifdef __MULTI_CLOSURE__
@@ -851,9 +886,16 @@ ccl_device float3 shader_holdout_eval(KernelGlobals *kg, ShaderData *sd)
ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
float randb, int path_flag, ShaderContext ctx)
{
+#ifdef __MULTI_CLOSURE__
+ sd->num_closure = 0;
+ sd->randb_closure = randb;
+#else
+ sd->closure.type = NBUILTIN_CLOSURES;
+#endif
+
#ifdef __OSL__
- if (kg->osl)
- OSLShader::eval_surface(kg, sd, randb, path_flag, ctx);
+ if(kg->osl)
+ OSLShader::eval_surface(kg, sd, path_flag, ctx);
else
#endif
{
@@ -871,9 +913,17 @@ ccl_device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd,
ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag, ShaderContext ctx)
{
+#ifdef __MULTI_CLOSURE__
+ sd->num_closure = 0;
+ sd->randb_closure = 0.0f;
+#else
+ sd->closure.type = NBUILTIN_CLOSURES;
+#endif
+
#ifdef __OSL__
- if (kg->osl)
+ if(kg->osl) {
return OSLShader::eval_background(kg, sd, path_flag, ctx);
+ }
else
#endif
@@ -907,6 +957,7 @@ ccl_device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int
/* Volume */
+#ifdef __VOLUME__
ccl_device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
float3 omega_in, float3 omega_out)
{
@@ -931,30 +982,77 @@ ccl_device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd,
/* Volume Evaluation */
ccl_device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd,
- float randb, int path_flag, ShaderContext ctx)
+ VolumeStack *stack, float randb, int path_flag, ShaderContext ctx)
{
+ /* reset closures once at the start, we will be accumulating the closures
+ * for all volumes in the stack into a single array of closures */
+#ifdef __MULTI_CLOSURE__
+ sd->num_closure = 0;
+ sd->randb_closure = randb;
+#else
+ sd->closure.type = NBUILTIN_CLOSURES;
+#endif
+
+ for(int i = 0; stack[i].shader != SHADER_NO_ID; 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->shader = stack[i].shader;
+
+ sd->flag &= ~(SD_SHADER_FLAGS|SD_OBJECT_FLAGS);
+ sd->flag |= kernel_tex_fetch(__shader_flag, (sd->shader & SHADER_MASK)*2);
+
+ if(sd->object != ~0) {
+ sd->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, randb, path_flag, ctx);
- else
+ if(kg->osl) {
+ OSLShader::eval_volume(kg, sd, path_flag, ctx);
+ }
+ else
#endif
- svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
+ {
+ svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag);
+ }
#endif
+
+ /* merge closures to avoid exceeding number of closures limit */
+ if(i > 0)
+ shader_merge_closures(sd);
+ }
}
+#endif
/* Displacement Evaluation */
ccl_device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd, ShaderContext ctx)
{
+#ifdef __MULTI_CLOSURE__
+ sd->num_closure = 0;
+ sd->randb_closure = 0.0f;
+#else
+ sd->closure.type = NBUILTIN_CLOSURES;
+#endif
+
/* this will modify sd->P */
#ifdef __SVM__
#ifdef __OSL__
- if (kg->osl)
+ if(kg->osl)
OSLShader::eval_displacement(kg, sd, ctx);
else
#endif
+ {
svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0);
+ }
#endif
}
@@ -984,40 +1082,5 @@ ccl_device bool shader_transparent_shadow(KernelGlobals *kg, Intersection *isect
}
#endif
-/* Merging */
-
-#ifdef __BRANCHED_PATH__
-ccl_device void shader_merge_closures(KernelGlobals *kg, 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];
-
-#ifdef __OSL__
- if(!sci->prim && !scj->prim && sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) {
-#else
- if(sci->type == scj->type && sci->data0 == scj->data0 && sci->data1 == scj->data1) {
-#endif
- 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--;
- j--;
- }
- }
- }
-}
-#endif
-
CCL_NAMESPACE_END