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Diffstat (limited to 'intern/cycles/kernel/integrator/subsurface.h')
-rw-r--r--intern/cycles/kernel/integrator/subsurface.h201
1 files changed, 201 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/subsurface.h b/intern/cycles/kernel/integrator/subsurface.h
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+++ b/intern/cycles/kernel/integrator/subsurface.h
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+/*
+ * Copyright 2011-2021 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.
+ */
+
+#pragma once
+
+#include "kernel/camera/projection.h"
+
+#include "kernel/bvh/bvh.h"
+
+#include "kernel/closure/alloc.h"
+#include "kernel/closure/bsdf_diffuse.h"
+#include "kernel/closure/bsdf_principled_diffuse.h"
+#include "kernel/closure/bssrdf.h"
+#include "kernel/closure/volume.h"
+
+#include "kernel/integrator/intersect_volume_stack.h"
+#include "kernel/integrator/path_state.h"
+#include "kernel/integrator/shader_eval.h"
+#include "kernel/integrator/subsurface_disk.h"
+#include "kernel/integrator/subsurface_random_walk.h"
+
+CCL_NAMESPACE_BEGIN
+
+#ifdef __SUBSURFACE__
+
+ccl_device int subsurface_bounce(KernelGlobals kg,
+ IntegratorState state,
+ ccl_private ShaderData *sd,
+ ccl_private const ShaderClosure *sc)
+{
+ /* We should never have two consecutive BSSRDF bounces, the second one should
+ * be converted to a diffuse BSDF to avoid this. */
+ kernel_assert(!(INTEGRATOR_STATE(state, path, flag) & PATH_RAY_DIFFUSE_ANCESTOR));
+
+ /* Setup path state for intersect_subsurface kernel. */
+ ccl_private const Bssrdf *bssrdf = (ccl_private const Bssrdf *)sc;
+
+ /* Setup ray into surface. */
+ INTEGRATOR_STATE_WRITE(state, ray, P) = sd->P;
+ INTEGRATOR_STATE_WRITE(state, ray, D) = bssrdf->N;
+ INTEGRATOR_STATE_WRITE(state, ray, t) = FLT_MAX;
+ INTEGRATOR_STATE_WRITE(state, ray, dP) = differential_make_compact(sd->dP);
+ INTEGRATOR_STATE_WRITE(state, ray, dD) = differential_zero_compact();
+
+ /* Pass along object info, reusing isect to save memory. */
+ INTEGRATOR_STATE_WRITE(state, subsurface, Ng) = sd->Ng;
+ INTEGRATOR_STATE_WRITE(state, isect, object) = sd->object;
+
+ uint32_t path_flag = (INTEGRATOR_STATE(state, path, flag) & ~PATH_RAY_CAMERA) |
+ ((sc->type == CLOSURE_BSSRDF_BURLEY_ID) ? PATH_RAY_SUBSURFACE_DISK :
+ PATH_RAY_SUBSURFACE_RANDOM_WALK);
+
+ /* Compute weight, optionally including Fresnel from entry point. */
+ float3 weight = shader_bssrdf_sample_weight(sd, sc);
+# ifdef __PRINCIPLED__
+ if (bssrdf->roughness != FLT_MAX) {
+ path_flag |= PATH_RAY_SUBSURFACE_USE_FRESNEL;
+ }
+# endif
+
+ INTEGRATOR_STATE_WRITE(state, path, throughput) *= weight;
+ INTEGRATOR_STATE_WRITE(state, path, flag) = path_flag;
+
+ /* Advance random number offset for bounce. */
+ INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
+
+ if (kernel_data.kernel_features & KERNEL_FEATURE_LIGHT_PASSES) {
+ if (INTEGRATOR_STATE(state, path, bounce) == 0) {
+ INTEGRATOR_STATE_WRITE(state, path, diffuse_glossy_ratio) = one_float3();
+ }
+ }
+
+ /* Pass BSSRDF parameters. */
+ INTEGRATOR_STATE_WRITE(state, subsurface, albedo) = bssrdf->albedo;
+ INTEGRATOR_STATE_WRITE(state, subsurface, radius) = bssrdf->radius;
+ INTEGRATOR_STATE_WRITE(state, subsurface, anisotropy) = bssrdf->anisotropy;
+
+ return LABEL_SUBSURFACE_SCATTER;
+}
+
+ccl_device void subsurface_shader_data_setup(KernelGlobals kg,
+ IntegratorState state,
+ ccl_private ShaderData *sd,
+ const uint32_t path_flag)
+{
+ /* Get bump mapped normal from shader evaluation at exit point. */
+ float3 N = sd->N;
+ if (sd->flag & SD_HAS_BSSRDF_BUMP) {
+ N = shader_bssrdf_normal(sd);
+ }
+
+ /* Setup diffuse BSDF at the exit point. This replaces shader_eval_surface. */
+ sd->flag &= ~SD_CLOSURE_FLAGS;
+ sd->num_closure = 0;
+ sd->num_closure_left = kernel_data.max_closures;
+
+ const float3 weight = one_float3();
+
+# ifdef __PRINCIPLED__
+ if (path_flag & PATH_RAY_SUBSURFACE_USE_FRESNEL) {
+ ccl_private PrincipledDiffuseBsdf *bsdf = (ccl_private PrincipledDiffuseBsdf *)bsdf_alloc(
+ sd, sizeof(PrincipledDiffuseBsdf), weight);
+
+ if (bsdf) {
+ bsdf->N = N;
+ bsdf->roughness = FLT_MAX;
+ sd->flag |= bsdf_principled_diffuse_setup(bsdf, PRINCIPLED_DIFFUSE_LAMBERT_EXIT);
+ }
+ }
+ else
+# endif /* __PRINCIPLED__ */
+ {
+ ccl_private DiffuseBsdf *bsdf = (ccl_private DiffuseBsdf *)bsdf_alloc(
+ sd, sizeof(DiffuseBsdf), weight);
+
+ if (bsdf) {
+ bsdf->N = N;
+ sd->flag |= bsdf_diffuse_setup(bsdf);
+ }
+ }
+}
+
+ccl_device_inline bool subsurface_scatter(KernelGlobals kg, IntegratorState state)
+{
+ RNGState rng_state;
+ path_state_rng_load(state, &rng_state);
+
+ Ray ray ccl_optional_struct_init;
+ LocalIntersection ss_isect ccl_optional_struct_init;
+
+ if (INTEGRATOR_STATE(state, path, flag) & PATH_RAY_SUBSURFACE_RANDOM_WALK) {
+ if (!subsurface_random_walk(kg, state, rng_state, ray, ss_isect)) {
+ return false;
+ }
+ }
+ else {
+ if (!subsurface_disk(kg, state, rng_state, ray, ss_isect)) {
+ return false;
+ }
+ }
+
+# ifdef __VOLUME__
+ /* Update volume stack if needed. */
+ if (kernel_data.integrator.use_volumes) {
+ const int object = ss_isect.hits[0].object;
+ const int object_flag = kernel_tex_fetch(__object_flag, object);
+
+ if (object_flag & SD_OBJECT_INTERSECTS_VOLUME) {
+ float3 P = INTEGRATOR_STATE(state, ray, P);
+ const float3 Ng = INTEGRATOR_STATE(state, subsurface, Ng);
+ const float3 offset_P = ray_offset(P, -Ng);
+
+ integrator_volume_stack_update_for_subsurface(kg, state, offset_P, ray.P);
+ }
+ }
+# endif /* __VOLUME__ */
+
+ /* Pretend ray is coming from the outside towards the exit point. This ensures
+ * correct front/back facing normals.
+ * TODO: find a more elegant solution? */
+ ray.P += ray.D * ray.t * 2.0f;
+ ray.D = -ray.D;
+
+ integrator_state_write_isect(kg, state, &ss_isect.hits[0]);
+ integrator_state_write_ray(kg, state, &ray);
+
+ /* Advance random number offset for bounce. */
+ INTEGRATOR_STATE_WRITE(state, path, rng_offset) += PRNG_BOUNCE_NUM;
+
+ const int shader = intersection_get_shader(kg, &ss_isect.hits[0]);
+ const int shader_flags = kernel_tex_fetch(__shaders, shader).flags;
+ if (shader_flags & SD_HAS_RAYTRACE) {
+ INTEGRATOR_PATH_NEXT_SORTED(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE_RAYTRACE,
+ shader);
+ }
+ else {
+ INTEGRATOR_PATH_NEXT_SORTED(DEVICE_KERNEL_INTEGRATOR_INTERSECT_SUBSURFACE,
+ DEVICE_KERNEL_INTEGRATOR_SHADE_SURFACE,
+ shader);
+ }
+
+ return true;
+}
+
+#endif /* __SUBSURFACE__ */
+
+CCL_NAMESPACE_END