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Diffstat (limited to 'intern/cycles/kernel/integrator/subsurface.h')
-rw-r--r-- | intern/cycles/kernel/integrator/subsurface.h | 201 |
1 files changed, 201 insertions, 0 deletions
diff --git a/intern/cycles/kernel/integrator/subsurface.h b/intern/cycles/kernel/integrator/subsurface.h new file mode 100644 index 00000000000..49466112387 --- /dev/null +++ b/intern/cycles/kernel/integrator/subsurface.h @@ -0,0 +1,201 @@ +/* + * 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 |