diff options
author | Thomas Dinges <blender@dingto.org> | 2013-10-08 21:07:18 +0400 |
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committer | Thomas Dinges <blender@dingto.org> | 2013-10-08 21:07:18 +0400 |
commit | e6ce07a5d47bcaabceb10e164b7acaf2c55072fe (patch) | |
tree | 473625588e394241d014df29b1809f3cfea6e28c /intern/cycles/kernel/kernel_subsurface.h | |
parent | 03f7885b0a87de71f677c3f733bbf870140e5d36 (diff) |
Cycles / SSS:
* Remove the compatible falloff SSS implementation. We shouldn't support two implementations in the long term, and 2.7x is a good release number do break some compatibility as well.
* Version patch added, so Files with Compatible falloff will automatically use Cubic now.
It was already mentioned in the manual, that Compatible is deprecated.
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#BSSRDF
Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r-- | intern/cycles/kernel/kernel_subsurface.h | 159 |
1 files changed, 0 insertions, 159 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h index 4567f2ff0ce..d16b9328bf2 100644 --- a/intern/cycles/kernel/kernel_subsurface.h +++ b/intern/cycles/kernel/kernel_subsurface.h @@ -403,164 +403,5 @@ __device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, subsurface_scatter_setup_diffuse_bsdf(sd, eval, (num_hits > 0), N); } - -/* OLD BSSRDF */ - -__device float old_bssrdf_sample_distance(KernelGlobals *kg, float radius, float refl, float u) -{ - int table_offset = kernel_data.bssrdf.table_offset; - float r = lookup_table_read_2D(kg, u, refl, table_offset, BSSRDF_RADIUS_TABLE_SIZE, BSSRDF_REFL_TABLE_SIZE); - - return r*radius; -} - -#ifdef BSSRDF_MULTI_EVAL -__device float old_bssrdf_pdf(KernelGlobals *kg, float radius, float refl, float r) -{ - if(r >= radius) - return 0.0f; - - /* todo: when we use the real BSSRDF this will need to be divided by the maximum - * radius instead of the average radius */ - float t = r/radius; - - int table_offset = kernel_data.bssrdf.table_offset + BSSRDF_PDF_TABLE_OFFSET; - float pdf = lookup_table_read_2D(kg, t, refl, table_offset, BSSRDF_RADIUS_TABLE_SIZE, BSSRDF_REFL_TABLE_SIZE); - - pdf /= radius; - - return pdf; -} -#endif - -#ifdef BSSRDF_MULTI_EVAL -__device float3 old_subsurface_scatter_multi_eval(KernelGlobals *kg, ShaderData *sd, bool hit, float refl, float *r, int num_r, bool all) -{ - /* compute pdf */ - float3 eval_sum = make_float3(0.0f, 0.0f, 0.0f); - float pdf_sum = 0.0f; - float sample_weight_sum = 0.0f; - int num_bssrdf = 0; - - for(int i = 0; i < sd->num_closure; i++) { - ShaderClosure *sc = &sd->closure[i]; - - if(CLOSURE_IS_BSSRDF(sc->type)) { - float sample_weight = (all)? 1.0f: sc->sample_weight; - - /* compute pdf */ - float pdf = 1.0f; - for(int i = 0; i < num_r; i++) - pdf *= old_bssrdf_pdf(kg, sc->data0, refl, r[i]); - - eval_sum += sc->weight*pdf; - pdf_sum += sample_weight*pdf; - - sample_weight_sum += sample_weight; - num_bssrdf++; - } - } - - float inv_pdf_sum; - - if(pdf_sum > 0.0f) { - /* in case of branched path integrate we sample all bssrdf's once, - * for path trace we pick one, so adjust pdf for that */ - if(all) - inv_pdf_sum = 1.0f/pdf_sum; - else - inv_pdf_sum = sample_weight_sum/pdf_sum; - } - else - inv_pdf_sum = 0.0f; - - float3 weight = eval_sum * inv_pdf_sum; - - return weight; -} -#endif - -/* subsurface scattering step, from a point on the surface to another nearby point on the same object */ -__device void old_subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, int state_flag, ShaderClosure *sc, uint *lcg_state, bool all) -{ - float radius = sc->data0; - float refl = max(average(sc->weight)*3.0f, 0.0f); - float r = 0.0f; - bool hit = false; - float3 weight = make_float3(1.0f, 1.0f, 1.0f); -#ifdef BSSRDF_MULTI_EVAL - float r_attempts[BSSRDF_MAX_ATTEMPTS]; -#endif - int num_attempts; - - /* attempt to find a hit a given number of times before giving up */ - for(num_attempts = 0; num_attempts < kernel_data.bssrdf.num_attempts; num_attempts++) { - /* random numbers for sampling */ - float u1 = lcg_step_float(lcg_state); - float u2 = lcg_step_float(lcg_state); - float u3 = lcg_step_float(lcg_state); - float u4 = lcg_step_float(lcg_state); - float u5 = lcg_step_float(lcg_state); - - r = old_bssrdf_sample_distance(kg, radius, refl, u5); -#ifdef BSSRDF_MULTI_EVAL - r_attempts[num_attempts] = r; -#endif - - float3 p1 = sd->P + sample_uniform_sphere(u1, u2)*r; - float3 p2 = sd->P + sample_uniform_sphere(u3, u4)*r; - - /* create ray */ - Ray ray; - ray.P = p1; - ray.D = normalize_len(p2 - p1, &ray.t); - ray.dP = sd->dP; - ray.dD = differential3_zero(); - ray.time = sd->time; - - /* intersect with the same object. if multiple intersections are - * found it will randomly pick one of them */ - Intersection isect; - if(scene_intersect_subsurface(kg, &ray, &isect, sd->object, lcg_state, 1) == 0) - continue; - - /* setup new shading point */ - shader_setup_from_subsurface(kg, sd, &isect, &ray); - - hit = true; - num_attempts++; - break; - } - - /* evaluate subsurface scattering closures */ -#ifdef BSSRDF_MULTI_EVAL - weight *= old_subsurface_scatter_multi_eval(kg, sd, hit, refl, r_attempts, num_attempts, all); -#else - weight *= sc->weight; -#endif - - if(!hit) - weight = make_float3(0.0f, 0.0f, 0.0f); - - /* optionally blur colors and bump mapping */ - float3 N = sd->N; - subsurface_color_bump_blur(kg, sd, sd, state_flag, &weight, &N); - - /* replace closures with a single diffuse BSDF */ - subsurface_scatter_setup_diffuse_bsdf(sd, weight, hit, N); -} - -__device bool old_subsurface_scatter_use(ShaderData *sd) -{ - for(int i = 0; i < sd->num_closure; i++) { - ShaderClosure *sc = &sd->closure[i]; - - if(sc->type == CLOSURE_BSSRDF_COMPATIBLE_ID) - return true; - } - - return false; -} - CCL_NAMESPACE_END |