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Diffstat (limited to 'intern/cycles/kernel/kernel_bake.h')
-rw-r--r--intern/cycles/kernel/kernel_bake.h514
1 files changed, 37 insertions, 477 deletions
diff --git a/intern/cycles/kernel/kernel_bake.h b/intern/cycles/kernel/kernel_bake.h
index 7da890b908d..e025bcd6674 100644
--- a/intern/cycles/kernel/kernel_bake.h
+++ b/intern/cycles/kernel/kernel_bake.h
@@ -14,502 +14,62 @@
* limitations under the License.
*/
-CCL_NAMESPACE_BEGIN
-
-#ifdef __BAKING__
-
-ccl_device_noinline void compute_light_pass(
- KernelGlobals *kg, ShaderData *sd, PathRadiance *L, uint rng_hash, int pass_filter, int sample)
-{
- kernel_assert(kernel_data.film.use_light_pass);
-
- float3 throughput = one_float3();
-
- /* Emission and indirect shader data memory used by various functions. */
- ShaderDataTinyStorage emission_sd_storage;
- ShaderData *emission_sd = AS_SHADER_DATA(&emission_sd_storage);
- ShaderData indirect_sd;
-
- /* Init radiance. */
- path_radiance_init(kg, L);
-
- /* Init path state. */
- PathState state;
- path_state_init(kg, emission_sd, &state, rng_hash, sample, NULL);
-
- /* Evaluate surface shader. */
- shader_eval_surface(kg, sd, &state, NULL, state.flag);
-
- /* TODO: disable more closures we don't need besides transparent. */
- shader_bsdf_disable_transparency(kg, sd);
-
- /* Init ray. */
- Ray ray;
- ray.P = sd->P + sd->Ng;
- ray.D = -sd->Ng;
- ray.t = FLT_MAX;
-# ifdef __CAMERA_MOTION__
- ray.time = 0.5f;
-# endif
-
-# ifdef __BRANCHED_PATH__
- if (!kernel_data.integrator.branched) {
- /* regular path tracer */
-# endif
-
- /* sample ambient occlusion */
- if (pass_filter & BAKE_FILTER_AO) {
- kernel_path_ao(kg, sd, emission_sd, L, &state, throughput, shader_bsdf_alpha(kg, sd));
- }
-
- /* sample emission */
- if ((pass_filter & BAKE_FILTER_EMISSION) && (sd->flag & SD_EMISSION)) {
- float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf);
- path_radiance_accum_emission(kg, L, &state, throughput, emission);
- }
-
- bool is_sss_sample = false;
-
-# ifdef __SUBSURFACE__
- /* sample subsurface scattering */
- if ((pass_filter & BAKE_FILTER_DIFFUSE) && (sd->flag & SD_BSSRDF)) {
- /* When mixing BSSRDF and BSDF closures we should skip BSDF lighting
- * if scattering was successful. */
- SubsurfaceIndirectRays ss_indirect;
- kernel_path_subsurface_init_indirect(&ss_indirect);
- if (kernel_path_subsurface_scatter(
- kg, sd, emission_sd, L, &state, &ray, &throughput, &ss_indirect)) {
- while (ss_indirect.num_rays) {
- kernel_path_subsurface_setup_indirect(kg, &ss_indirect, &state, &ray, L, &throughput);
- kernel_path_indirect(
- kg, &indirect_sd, emission_sd, &ray, throughput, &state, L, sd->object);
- }
- is_sss_sample = true;
- }
- }
-# endif
-
- /* sample light and BSDF */
- if (!is_sss_sample && (pass_filter & (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT))) {
- kernel_path_surface_connect_light(kg, sd, emission_sd, throughput, &state, L);
-
- if (kernel_path_surface_bounce(kg, sd, &throughput, &state, &L->state, &ray)) {
-# ifdef __LAMP_MIS__
- state.ray_t = 0.0f;
-# endif
- /* compute indirect light */
- kernel_path_indirect(
- kg, &indirect_sd, emission_sd, &ray, throughput, &state, L, sd->object);
-
- /* sum and reset indirect light pass variables for the next samples */
- path_radiance_sum_indirect(L);
- path_radiance_reset_indirect(L);
- }
- }
-# ifdef __BRANCHED_PATH__
- }
- else {
- /* branched path tracer */
-
- /* sample ambient occlusion */
- if (pass_filter & BAKE_FILTER_AO) {
- kernel_branched_path_ao(kg, sd, emission_sd, L, &state, throughput);
- }
-
- /* sample emission */
- if ((pass_filter & BAKE_FILTER_EMISSION) && (sd->flag & SD_EMISSION)) {
- float3 emission = indirect_primitive_emission(kg, sd, 0.0f, state.flag, state.ray_pdf);
- path_radiance_accum_emission(kg, L, &state, throughput, emission);
- }
-
-# ifdef __SUBSURFACE__
- /* sample subsurface scattering */
- if ((pass_filter & BAKE_FILTER_DIFFUSE) && (sd->flag & SD_BSSRDF)) {
- /* When mixing BSSRDF and BSDF closures we should skip BSDF lighting
- * if scattering was successful. */
- kernel_branched_path_subsurface_scatter(
- kg, sd, &indirect_sd, emission_sd, L, &state, &ray, throughput);
- }
-# endif
-
- /* sample light and BSDF */
- if (pass_filter & (BAKE_FILTER_DIRECT | BAKE_FILTER_INDIRECT)) {
-# if defined(__EMISSION__)
- /* direct light */
- if (kernel_data.integrator.use_direct_light) {
- int all = kernel_data.integrator.sample_all_lights_direct;
- kernel_branched_path_surface_connect_light(
- kg, sd, emission_sd, &state, throughput, 1.0f, L, all);
- }
-# endif
-
- /* indirect light */
- kernel_branched_path_surface_indirect_light(
- kg, sd, &indirect_sd, emission_sd, throughput, 1.0f, &state, L);
- }
- }
-# endif
-}
-
-/* this helps with AA but it's not the real solution as it does not AA the geometry
- * but it's better than nothing, thus committed */
-ccl_device_inline float bake_clamp_mirror_repeat(float u, float max)
-{
- /* use mirror repeat (like opengl texture) so that if the barycentric
- * coordinate goes past the end of the triangle it is not always clamped
- * to the same value, gives ugly patterns */
- u /= max;
- float fu = floorf(u);
- u = u - fu;
-
- return ((((int)fu) & 1) ? 1.0f - u : u) * max;
-}
-
-ccl_device_inline float3 kernel_bake_shader_bsdf(KernelGlobals *kg,
- ShaderData *sd,
- const ShaderEvalType type)
-{
- switch (type) {
- case SHADER_EVAL_DIFFUSE:
- return shader_bsdf_diffuse(kg, sd);
- case SHADER_EVAL_GLOSSY:
- return shader_bsdf_glossy(kg, sd);
- case SHADER_EVAL_TRANSMISSION:
- return shader_bsdf_transmission(kg, sd);
- default:
- kernel_assert(!"Unknown bake type passed to BSDF evaluate");
- return zero_float3();
- }
-}
-
-ccl_device float3 kernel_bake_evaluate_direct_indirect(KernelGlobals *kg,
- ShaderData *sd,
- PathState *state,
- float3 direct,
- float3 indirect,
- const ShaderEvalType type,
- const int pass_filter)
-{
- float3 color;
- const bool is_color = (pass_filter & BAKE_FILTER_COLOR) != 0;
- const bool is_direct = (pass_filter & BAKE_FILTER_DIRECT) != 0;
- const bool is_indirect = (pass_filter & BAKE_FILTER_INDIRECT) != 0;
- float3 out = zero_float3();
-
- if (is_color) {
- if (is_direct || is_indirect) {
- /* Leave direct and diffuse channel colored. */
- color = one_float3();
- }
- else {
- /* surface color of the pass only */
- shader_eval_surface(kg, sd, state, NULL, 0);
- return kernel_bake_shader_bsdf(kg, sd, type);
- }
- }
- else {
- shader_eval_surface(kg, sd, state, NULL, 0);
- color = kernel_bake_shader_bsdf(kg, sd, type);
- }
-
- if (is_direct) {
- out += safe_divide_even_color(direct, color);
- }
-
- if (is_indirect) {
- out += safe_divide_even_color(indirect, color);
- }
-
- return out;
-}
-
-ccl_device void kernel_bake_evaluate(
- KernelGlobals *kg, ccl_global float *buffer, int sample, int x, int y, int offset, int stride)
-{
- /* Setup render buffers. */
- const int index = offset + x + y * stride;
- const int pass_stride = kernel_data.film.pass_stride;
- buffer += index * pass_stride;
-
- ccl_global float *primitive = buffer + kernel_data.film.pass_bake_primitive;
- ccl_global float *differential = buffer + kernel_data.film.pass_bake_differential;
- ccl_global float *output = buffer + kernel_data.film.pass_combined;
-
- int seed = __float_as_uint(primitive[0]);
- int prim = __float_as_uint(primitive[1]);
- if (prim == -1)
- return;
-
- prim += kernel_data.bake.tri_offset;
-
- /* Random number generator. */
- uint rng_hash = hash_uint(seed) ^ kernel_data.integrator.seed;
- int num_samples = kernel_data.integrator.aa_samples;
-
- float filter_x, filter_y;
- if (sample == 0) {
- filter_x = filter_y = 0.5f;
- }
- else {
- path_rng_2D(kg, rng_hash, sample, num_samples, PRNG_FILTER_U, &filter_x, &filter_y);
- }
-
- /* Barycentric UV with sub-pixel offset. */
- float u = primitive[2];
- float v = primitive[3];
-
- float dudx = differential[0];
- float dudy = differential[1];
- float dvdx = differential[2];
- float dvdy = differential[3];
-
- if (sample > 0) {
- u = bake_clamp_mirror_repeat(u + dudx * (filter_x - 0.5f) + dudy * (filter_y - 0.5f), 1.0f);
- v = bake_clamp_mirror_repeat(v + dvdx * (filter_x - 0.5f) + dvdy * (filter_y - 0.5f),
- 1.0f - u);
- }
-
- /* Shader data setup. */
- int object = kernel_data.bake.object_index;
- int shader;
- float3 P, Ng;
-
- triangle_point_normal(kg, object, prim, u, v, &P, &Ng, &shader);
-
- ShaderData sd;
- shader_setup_from_sample(
- kg,
- &sd,
- P,
- Ng,
- Ng,
- shader,
- object,
- prim,
- u,
- v,
- 1.0f,
- 0.5f,
- !(kernel_tex_fetch(__object_flag, object) & SD_OBJECT_TRANSFORM_APPLIED),
- LAMP_NONE);
- sd.I = sd.N;
-
- /* Setup differentials. */
- sd.dP.dx = sd.dPdu * dudx + sd.dPdv * dvdx;
- sd.dP.dy = sd.dPdu * dudy + sd.dPdv * dvdy;
- sd.du.dx = dudx;
- sd.du.dy = dudy;
- sd.dv.dx = dvdx;
- sd.dv.dy = dvdy;
-
- /* Set RNG state for shaders that use sampling. */
- PathState state = {0};
- state.rng_hash = rng_hash;
- state.rng_offset = 0;
- state.sample = sample;
- state.num_samples = num_samples;
- state.min_ray_pdf = FLT_MAX;
-
- /* Light passes if we need more than color. */
- PathRadiance L;
- int pass_filter = kernel_data.bake.pass_filter;
-
- if (kernel_data.bake.pass_filter & ~BAKE_FILTER_COLOR)
- compute_light_pass(kg, &sd, &L, rng_hash, pass_filter, sample);
-
- float3 out = zero_float3();
-
- ShaderEvalType type = (ShaderEvalType)kernel_data.bake.type;
- switch (type) {
- /* data passes */
- case SHADER_EVAL_NORMAL:
- case SHADER_EVAL_ROUGHNESS:
- case SHADER_EVAL_EMISSION: {
- if (type != SHADER_EVAL_NORMAL || (sd.flag & SD_HAS_BUMP)) {
- int path_flag = (type == SHADER_EVAL_EMISSION) ? PATH_RAY_EMISSION : 0;
- shader_eval_surface(kg, &sd, &state, NULL, path_flag);
- }
-
- if (type == SHADER_EVAL_NORMAL) {
- float3 N = sd.N;
- if (sd.flag & SD_HAS_BUMP) {
- N = shader_bsdf_average_normal(kg, &sd);
- }
+#pragma once
- /* encoding: normal = (2 * color) - 1 */
- out = N * 0.5f + make_float3(0.5f, 0.5f, 0.5f);
- }
- else if (type == SHADER_EVAL_ROUGHNESS) {
- float roughness = shader_bsdf_average_roughness(&sd);
- out = make_float3(roughness, roughness, roughness);
- }
- else {
- out = shader_emissive_eval(&sd);
- }
- break;
- }
- case SHADER_EVAL_UV: {
- out = primitive_uv(kg, &sd);
- break;
- }
-# ifdef __PASSES__
- /* light passes */
- case SHADER_EVAL_AO: {
- out = L.ao;
- break;
- }
- case SHADER_EVAL_COMBINED: {
- if ((pass_filter & BAKE_FILTER_COMBINED) == BAKE_FILTER_COMBINED) {
- float alpha;
- out = path_radiance_clamp_and_sum(kg, &L, &alpha);
- break;
- }
+#include "kernel/kernel_differential.h"
+#include "kernel/kernel_projection.h"
+#include "kernel/kernel_shader.h"
- if ((pass_filter & BAKE_FILTER_DIFFUSE_DIRECT) == BAKE_FILTER_DIFFUSE_DIRECT)
- out += L.direct_diffuse;
- if ((pass_filter & BAKE_FILTER_DIFFUSE_INDIRECT) == BAKE_FILTER_DIFFUSE_INDIRECT)
- out += L.indirect_diffuse;
+#include "kernel/geom/geom.h"
- if ((pass_filter & BAKE_FILTER_GLOSSY_DIRECT) == BAKE_FILTER_GLOSSY_DIRECT)
- out += L.direct_glossy;
- if ((pass_filter & BAKE_FILTER_GLOSSY_INDIRECT) == BAKE_FILTER_GLOSSY_INDIRECT)
- out += L.indirect_glossy;
-
- if ((pass_filter & BAKE_FILTER_TRANSMISSION_DIRECT) == BAKE_FILTER_TRANSMISSION_DIRECT)
- out += L.direct_transmission;
- if ((pass_filter & BAKE_FILTER_TRANSMISSION_INDIRECT) == BAKE_FILTER_TRANSMISSION_INDIRECT)
- out += L.indirect_transmission;
-
- if ((pass_filter & BAKE_FILTER_EMISSION) != 0)
- out += L.emission;
-
- break;
- }
- case SHADER_EVAL_SHADOW: {
- out = L.shadow;
- break;
- }
- case SHADER_EVAL_DIFFUSE: {
- out = kernel_bake_evaluate_direct_indirect(
- kg, &sd, &state, L.direct_diffuse, L.indirect_diffuse, type, pass_filter);
- break;
- }
- case SHADER_EVAL_GLOSSY: {
- out = kernel_bake_evaluate_direct_indirect(
- kg, &sd, &state, L.direct_glossy, L.indirect_glossy, type, pass_filter);
- break;
- }
- case SHADER_EVAL_TRANSMISSION: {
- out = kernel_bake_evaluate_direct_indirect(
- kg, &sd, &state, L.direct_transmission, L.indirect_transmission, type, pass_filter);
- break;
- }
-# endif
-
- /* extra */
- case SHADER_EVAL_ENVIRONMENT: {
- /* setup ray */
- Ray ray;
-
- ray.P = zero_float3();
- ray.D = normalize(P);
- ray.t = 0.0f;
-# ifdef __CAMERA_MOTION__
- ray.time = 0.5f;
-# endif
-
-# ifdef __RAY_DIFFERENTIALS__
- ray.dD = differential3_zero();
- ray.dP = differential3_zero();
-# endif
-
- /* setup shader data */
- shader_setup_from_background(kg, &sd, &ray);
-
- /* evaluate */
- int path_flag = 0; /* we can't know which type of BSDF this is for */
- shader_eval_surface(kg, &sd, &state, NULL, path_flag | PATH_RAY_EMISSION);
- out = shader_background_eval(&sd);
- break;
- }
- default: {
- /* no real shader, returning the position of the verts for debugging */
- out = normalize(P);
- break;
- }
- }
-
- /* write output */
- const float4 result = make_float4(out.x, out.y, out.z, 1.0f);
- kernel_write_pass_float4(output, result);
-}
-
-#endif /* __BAKING__ */
+CCL_NAMESPACE_BEGIN
-ccl_device void kernel_displace_evaluate(KernelGlobals *kg,
- ccl_global uint4 *input,
+ccl_device void kernel_displace_evaluate(const KernelGlobals *kg,
+ ccl_global const KernelShaderEvalInput *input,
ccl_global float4 *output,
- int i)
+ const int offset)
{
- ShaderData sd;
- PathState state = {0};
- uint4 in = input[i];
+ /* Setup shader data. */
+ const KernelShaderEvalInput in = input[offset];
- /* setup shader data */
- int object = in.x;
- int prim = in.y;
- float u = __uint_as_float(in.z);
- float v = __uint_as_float(in.w);
-
- shader_setup_from_displace(kg, &sd, object, prim, u, v);
+ ShaderData sd;
+ shader_setup_from_displace(kg, &sd, in.object, in.prim, in.u, in.v);
- /* evaluate */
- float3 P = sd.P;
- shader_eval_displacement(kg, &sd, &state);
+ /* Evaluate displacement shader. */
+ const float3 P = sd.P;
+ shader_eval_displacement(INTEGRATOR_STATE_PASS_NULL, &sd);
float3 D = sd.P - P;
object_inverse_dir_transform(kg, &sd, &D);
- /* write output */
- output[i] += make_float4(D.x, D.y, D.z, 0.0f);
+ /* Write output. */
+ output[offset] += make_float4(D.x, D.y, D.z, 0.0f);
}
-ccl_device void kernel_background_evaluate(KernelGlobals *kg,
- ccl_global uint4 *input,
+ccl_device void kernel_background_evaluate(const KernelGlobals *kg,
+ ccl_global const KernelShaderEvalInput *input,
ccl_global float4 *output,
- int i)
+ const int offset)
{
- ShaderData sd;
- PathState state = {0};
- uint4 in = input[i];
-
- /* setup ray */
- Ray ray;
- float u = __uint_as_float(in.x);
- float v = __uint_as_float(in.y);
-
- ray.P = zero_float3();
- ray.D = equirectangular_to_direction(u, v);
- ray.t = 0.0f;
-#ifdef __CAMERA_MOTION__
- ray.time = 0.5f;
-#endif
+ /* Setup ray */
+ const KernelShaderEvalInput in = input[offset];
+ const float3 ray_P = zero_float3();
+ const float3 ray_D = equirectangular_to_direction(in.u, in.v);
+ const float ray_time = 0.5f;
-#ifdef __RAY_DIFFERENTIALS__
- ray.dD = differential3_zero();
- ray.dP = differential3_zero();
-#endif
-
- /* setup shader data */
- shader_setup_from_background(kg, &sd, &ray);
+ /* Setup shader data. */
+ ShaderData sd;
+ shader_setup_from_background(kg, &sd, ray_P, ray_D, ray_time);
- /* evaluate */
- int path_flag = 0; /* we can't know which type of BSDF this is for */
- shader_eval_surface(kg, &sd, &state, NULL, path_flag | PATH_RAY_EMISSION);
- float3 color = shader_background_eval(&sd);
+ /* Evaluate shader.
+ * This is being evaluated for all BSDFs, so path flag does not contain a specific type. */
+ const int path_flag = PATH_RAY_EMISSION;
+ shader_eval_surface<KERNEL_FEATURE_NODE_MASK_SURFACE_LIGHT>(
+ INTEGRATOR_STATE_PASS_NULL, &sd, NULL, path_flag);
+ const float3 color = shader_background_eval(&sd);
- /* write output */
- output[i] += make_float4(color.x, color.y, color.z, 0.0f);
+ /* Write output. */
+ output[offset] += make_float4(color.x, color.y, color.z, 0.0f);
}
CCL_NAMESPACE_END