diff options
author | Thomas Dinges <blender@dingto.org> | 2013-10-08 21:07:18 +0400 |
---|---|---|
committer | Thomas Dinges <blender@dingto.org> | 2013-10-08 21:07:18 +0400 |
commit | e6ce07a5d47bcaabceb10e164b7acaf2c55072fe (patch) | |
tree | 473625588e394241d014df29b1809f3cfea6e28c /intern | |
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')
-rw-r--r-- | intern/cycles/blender/blender_shader.cpp | 3 | ||||
-rw-r--r-- | intern/cycles/kernel/kernel_path.h | 83 | ||||
-rw-r--r-- | intern/cycles/kernel/kernel_subsurface.h | 159 | ||||
-rw-r--r-- | intern/cycles/kernel/osl/osl_shader.cpp | 2 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_closure.h | 3 | ||||
-rw-r--r-- | intern/cycles/kernel/svm/svm_types.h | 3 |
6 files changed, 33 insertions, 220 deletions
diff --git a/intern/cycles/blender/blender_shader.cpp b/intern/cycles/blender/blender_shader.cpp index c6c5a4c5dbc..b576181d890 100644 --- a/intern/cycles/blender/blender_shader.cpp +++ b/intern/cycles/blender/blender_shader.cpp @@ -322,9 +322,6 @@ static ShaderNode *add_node(Scene *scene, BL::BlendData b_data, BL::Scene b_scen SubsurfaceScatteringNode *subsurface = new SubsurfaceScatteringNode(); switch(b_subsurface_node.falloff()) { - case BL::ShaderNodeSubsurfaceScattering::falloff_COMPATIBLE: - subsurface->closure = CLOSURE_BSSRDF_COMPATIBLE_ID; - break; case BL::ShaderNodeSubsurfaceScattering::falloff_CUBIC: subsurface->closure = CLOSURE_BSSRDF_CUBIC_ID; break; diff --git a/intern/cycles/kernel/kernel_path.h b/intern/cycles/kernel/kernel_path.h index 5c4e812b496..5354738d378 100644 --- a/intern/cycles/kernel/kernel_path.h +++ b/intern/cycles/kernel/kernel_path.h @@ -266,14 +266,9 @@ __device void kernel_path_indirect(KernelGlobals *kg, RNG *rng, int sample, Ray if(sc) { uint lcg_state = lcg_init(*rng + rng_offset + sample*0x68bc21eb); - if(old_subsurface_scatter_use(&sd)) { - old_subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, false); - } - else { - float bssrdf_u, bssrdf_v; - path_rng_2D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v); - subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false); - } + float bssrdf_u, bssrdf_v; + path_rng_2D(kg, rng, sample, num_total_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v); + subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false); state.flag |= PATH_RAY_BSSRDF_ANCESTOR; } @@ -664,41 +659,35 @@ __device float4 kernel_path_integrate(KernelGlobals *kg, RNG *rng, int sample, R if(sc) { uint lcg_state = lcg_init(*rng + rng_offset + sample*0x68bc21eb); - if(old_subsurface_scatter_use(&sd)) { - old_subsurface_scatter_step(kg, &sd, state.flag, sc, &lcg_state, false); - } - else { - ShaderData bssrdf_sd[BSSRDF_MAX_HITS]; - float bssrdf_u, bssrdf_v; - path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v); - int num_hits = subsurface_scatter_multi_step(kg, &sd, bssrdf_sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false); - - /* compute lighting with the BSDF closure */ - for(int hit = 0; hit < num_hits; hit++) { - float3 tp = throughput; - PathState hit_state = state; - Ray hit_ray = ray; - float hit_ray_t = ray_t; - float hit_ray_pdf = ray_pdf; - float hit_min_ray_pdf = min_ray_pdf; - - hit_state.flag |= PATH_RAY_BSSRDF_ANCESTOR; - - if(kernel_path_integrate_lighting(kg, rng, sample, num_samples, &bssrdf_sd[hit], - &tp, &hit_min_ray_pdf, &hit_ray_pdf, &hit_state, rng_offset+PRNG_BOUNCE_NUM, &L, &hit_ray, &hit_ray_t)) { - kernel_path_indirect(kg, rng, sample, hit_ray, buffer, - tp, num_samples, num_samples, - hit_min_ray_pdf, hit_ray_pdf, hit_state, rng_offset+PRNG_BOUNCE_NUM*2, &L); - - /* for render passes, sum and reset indirect light pass variables - * for the next samples */ - path_radiance_sum_indirect(&L); - path_radiance_reset_indirect(&L); - } + ShaderData bssrdf_sd[BSSRDF_MAX_HITS]; + float bssrdf_u, bssrdf_v; + path_rng_2D(kg, rng, sample, num_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v); + int num_hits = subsurface_scatter_multi_step(kg, &sd, bssrdf_sd, state.flag, sc, &lcg_state, bssrdf_u, bssrdf_v, false); + + /* compute lighting with the BSDF closure */ + for(int hit = 0; hit < num_hits; hit++) { + float3 tp = throughput; + PathState hit_state = state; + Ray hit_ray = ray; + float hit_ray_t = ray_t; + float hit_ray_pdf = ray_pdf; + float hit_min_ray_pdf = min_ray_pdf; + + hit_state.flag |= PATH_RAY_BSSRDF_ANCESTOR; + + if(kernel_path_integrate_lighting(kg, rng, sample, num_samples, &bssrdf_sd[hit], + &tp, &hit_min_ray_pdf, &hit_ray_pdf, &hit_state, rng_offset+PRNG_BOUNCE_NUM, &L, &hit_ray, &hit_ray_t)) { + kernel_path_indirect(kg, rng, sample, hit_ray, buffer, + tp, num_samples, num_samples, + hit_min_ray_pdf, hit_ray_pdf, hit_state, rng_offset+PRNG_BOUNCE_NUM*2, &L); + + /* for render passes, sum and reset indirect light pass variables + * for the next samples */ + path_radiance_sum_indirect(&L); + path_radiance_reset_indirect(&L); } - - break; } + break; } } #endif @@ -1131,17 +1120,6 @@ __device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, int /* do subsurface scatter step with copy of shader data, this will * replace the BSSRDF with a diffuse BSDF closure */ for(int j = 0; j < num_samples; j++) { - if(old_subsurface_scatter_use(&sd)) { - ShaderData bssrdf_sd = sd; - old_subsurface_scatter_step(kg, &bssrdf_sd, state.flag, sc, &lcg_state, true); - - /* compute lighting with the BSDF closure */ - kernel_branched_path_integrate_lighting(kg, rng, sample*num_samples + j, - aa_samples*num_samples, - &bssrdf_sd, throughput, num_samples_inv, - ray_pdf, ray_pdf, state, rng_offset, &L, buffer); - } - else { ShaderData bssrdf_sd[BSSRDF_MAX_HITS]; float bssrdf_u, bssrdf_v; path_rng_2D(kg, &bssrdf_rng, sample*num_samples + j, aa_samples*num_samples, rng_offset + PRNG_BSDF_U, &bssrdf_u, &bssrdf_v); @@ -1153,7 +1131,6 @@ __device float4 kernel_branched_path_integrate(KernelGlobals *kg, RNG *rng, int aa_samples*num_samples, &bssrdf_sd[hit], throughput, num_samples_inv, ray_pdf, ray_pdf, state, rng_offset+PRNG_BOUNCE_NUM, &L, buffer); - } } state.flag &= ~PATH_RAY_BSSRDF_ANCESTOR; 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 diff --git a/intern/cycles/kernel/osl/osl_shader.cpp b/intern/cycles/kernel/osl/osl_shader.cpp index 625ad263f7f..18e8fee4348 100644 --- a/intern/cycles/kernel/osl/osl_shader.cpp +++ b/intern/cycles/kernel/osl/osl_shader.cpp @@ -253,7 +253,7 @@ static void flatten_surface_closure_tree(ShaderData *sd, int path_flag, /* disable in case of diffuse ancestor, can't see it well then and * adds considerably noise due to probabilities of continuing path * getting lower and lower */ - if(sc.type != CLOSURE_BSSRDF_COMPATIBLE_ID && (path_flag & PATH_RAY_DIFFUSE_ANCESTOR)) + if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) bssrdf->radius = make_float3(0.0f, 0.0f, 0.0f); /* create one closure for each color channel */ diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h index 6d9c4e215e6..0d4716ab078 100644 --- a/intern/cycles/kernel/svm/svm_closure.h +++ b/intern/cycles/kernel/svm/svm_closure.h @@ -378,7 +378,6 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st #endif #ifdef __SUBSURFACE__ - case CLOSURE_BSSRDF_COMPATIBLE_ID: case CLOSURE_BSSRDF_CUBIC_ID: case CLOSURE_BSSRDF_GAUSSIAN_ID: { ShaderClosure *sc = &sd->closure[sd->num_closure]; @@ -388,7 +387,7 @@ __device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *st /* disable in case of diffuse ancestor, can't see it well then and * adds considerably noise due to probabilities of continuing path * getting lower and lower */ - if(type != CLOSURE_BSSRDF_COMPATIBLE_ID && (path_flag & PATH_RAY_DIFFUSE_ANCESTOR)) + if(path_flag & PATH_RAY_DIFFUSE_ANCESTOR) param1 = 0.0f; if(sample_weight > 1e-5f && sd->num_closure+2 < MAX_CLOSURE) { diff --git a/intern/cycles/kernel/svm/svm_types.h b/intern/cycles/kernel/svm/svm_types.h index 50daf159f26..abd63530d63 100644 --- a/intern/cycles/kernel/svm/svm_types.h +++ b/intern/cycles/kernel/svm/svm_types.h @@ -377,7 +377,6 @@ typedef enum ClosureType { CLOSURE_BSDF_TRANSPARENT_ID, /* BSSRDF */ - CLOSURE_BSSRDF_COMPATIBLE_ID, CLOSURE_BSSRDF_CUBIC_ID, CLOSURE_BSSRDF_GAUSSIAN_ID, @@ -402,7 +401,7 @@ typedef enum ClosureType { #define CLOSURE_IS_BSDF_GLOSSY(type) (type >= CLOSURE_BSDF_GLOSSY_ID && type <= CLOSURE_BSDF_HAIR_REFLECTION_ID) #define CLOSURE_IS_BSDF_TRANSMISSION(type) (type >= CLOSURE_BSDF_TRANSMISSION_ID && type <= CLOSURE_BSDF_HAIR_TRANSMISSION_ID) #define CLOSURE_IS_BSDF_BSSRDF(type) (type == CLOSURE_BSDF_BSSRDF_ID) -#define CLOSURE_IS_BSSRDF(type) (type >= CLOSURE_BSSRDF_COMPATIBLE_ID && type <= CLOSURE_BSSRDF_GAUSSIAN_ID) +#define CLOSURE_IS_BSSRDF(type) (type >= CLOSURE_BSSRDF_CUBIC_ID && type <= CLOSURE_BSSRDF_GAUSSIAN_ID) #define CLOSURE_IS_VOLUME(type) (type >= CLOSURE_VOLUME_ID && type <= CLOSURE_VOLUME_ISOTROPIC_ID) #define CLOSURE_IS_EMISSION(type) (type == CLOSURE_EMISSION_ID) #define CLOSURE_IS_HOLDOUT(type) (type == CLOSURE_HOLDOUT_ID) |