diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_shader.h')
-rw-r--r-- | intern/cycles/kernel/kernel_shader.h | 460 |
1 files changed, 460 insertions, 0 deletions
diff --git a/intern/cycles/kernel/kernel_shader.h b/intern/cycles/kernel/kernel_shader.h new file mode 100644 index 00000000000..f1abbda7ae5 --- /dev/null +++ b/intern/cycles/kernel/kernel_shader.h @@ -0,0 +1,460 @@ +/* + * Copyright 2011, Blender Foundation. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +/* + * ShaderData, used in four steps: + * + * Setup from incoming ray, sampled position and background. + * Execute for surface, volume or displacement. + * Evaluate one or more closures. + * Release. + * + */ + +#include "svm/bsdf.h" +#include "svm/emissive.h" +#include "svm/volume.h" +#include "svm/svm_bsdf.h" +#include "svm/svm.h" + +#ifdef WITH_OSL +#include "osl_shader.h" +#endif + +CCL_NAMESPACE_BEGIN + +/* ShaderData setup from incoming ray */ + +__device_inline void shader_setup_from_ray(KernelGlobals *kg, ShaderData *sd, + const Intersection *isect, const Ray *ray) +{ + /* fetch triangle data */ + int prim = kernel_tex_fetch(__prim_index, isect->prim); + float4 Ns = kernel_tex_fetch(__tri_normal, prim); + float3 Ng = make_float3(Ns.x, Ns.y, Ns.z); + int shader = __float_as_int(Ns.w); + + /* vectors */ + sd->P = bvh_triangle_refine(kg, isect, ray); + sd->Ng = Ng; + sd->N = Ng; + sd->I = -ray->D; + sd->shader = shader; + sd->flag = 0; + + /* triangle */ +#ifdef __INSTANCING__ + sd->object = isect->object; +#endif + sd->prim = prim; +#ifdef __UV__ + sd->u = isect->u; + sd->v = isect->v; +#endif + + /* smooth normal */ + if(sd->shader < 0) { + sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v); + sd->shader = -sd->shader; + } + +#ifdef __DPDU__ + /* dPdu/dPdv */ + triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim); +#endif + +#ifdef __INSTANCING__ + if(sd->object != ~0) { + /* instance transform */ + object_normal_transform(kg, sd->object, &sd->N); + object_normal_transform(kg, sd->object, &sd->Ng); +#ifdef __DPDU__ + object_dir_transform(kg, sd->object, &sd->dPdu); + object_dir_transform(kg, sd->object, &sd->dPdv); +#endif + } + else { + /* non-instanced object index */ + sd->object = kernel_tex_fetch(__prim_object, isect->prim); + } +#endif + + /* backfacing test */ + bool backfacing = (dot(sd->Ng, sd->I) < 0.0f); + + if(backfacing) { + sd->flag = SD_BACKFACING; + sd->Ng = -sd->Ng; + sd->N = -sd->N; +#ifdef __DPDU__ + sd->dPdu = -sd->dPdu; + sd->dPdv = -sd->dPdv; +#endif + } + +#ifdef __RAY_DIFFERENTIALS__ + /* differentials */ + differential_transfer(&sd->dP, ray->dP, ray->D, ray->dD, sd->Ng, isect->t); + differential_incoming(&sd->dI, ray->dD); + differential_dudv(&sd->du, &sd->dv, sd->dPdu, sd->dPdv, sd->dP, sd->Ng); +#endif +} + +/* ShaderData setup from position sampled on mesh */ + +__device void shader_setup_from_sample(KernelGlobals *kg, ShaderData *sd, + const float3 P, const float3 Ng, const float3 I, + int shader, int object, int prim, float u, float v) +{ + /* vectors */ + sd->P = P; + sd->N = Ng; + sd->Ng = Ng; + sd->I = I; + sd->shader = shader; + sd->flag = 0; + + /* primitive */ +#ifdef __INSTANCING__ + sd->object = object; +#endif + sd->prim = prim; +#ifdef __UV__ + sd->u = u; + sd->v = v; +#endif + + /* detect instancing, for non-instanced the object index is -object-1 */ + bool instanced = false; + + if(sd->prim != ~0) { + if(sd->object >= 0) + instanced = true; + else + sd->object = -sd->object-1; + } + + /* smooth normal */ + if(sd->shader < 0) { + sd->N = triangle_smooth_normal(kg, sd->prim, sd->u, sd->v); + sd->shader = -sd->shader; + +#ifdef __INSTANCING__ + if(instanced) + object_normal_transform(kg, sd->object, &sd->N); +#endif + } + +#ifdef __DPDU__ + /* dPdu/dPdv */ + if(sd->prim == ~0) { + sd->dPdu = make_float3(0.0f, 0.0f, 0.0f); + sd->dPdv = make_float3(0.0f, 0.0f, 0.0f); + } + else { + triangle_dPdudv(kg, &sd->dPdu, &sd->dPdv, sd->prim); + +#ifdef __INSTANCING__ + if(instanced) { + object_dir_transform(kg, sd->object, &sd->dPdu); + object_dir_transform(kg, sd->object, &sd->dPdv); + } +#endif + } +#endif + + /* backfacing test */ + if(sd->prim != ~0) { + bool backfacing = (dot(sd->Ng, sd->I) < 0.0f); + + if(backfacing) { + sd->flag = SD_BACKFACING; + sd->Ng = -sd->Ng; + sd->N = -sd->N; +#ifdef __DPDU__ + sd->dPdu = -sd->dPdu; + sd->dPdv = -sd->dPdv; +#endif + } + } + +#ifdef __RAY_DIFFERENTIALS__ + /* no ray differentials here yet */ + sd->dP.dx = make_float3(0.0f, 0.0f, 0.0f); + sd->dP.dy = make_float3(0.0f, 0.0f, 0.0f); + sd->dI.dx = make_float3(0.0f, 0.0f, 0.0f); + sd->dI.dy = make_float3(0.0f, 0.0f, 0.0f); + sd->du.dx = 0.0f; + sd->du.dy = 0.0f; + sd->dv.dx = 0.0f; + sd->dv.dy = 0.0f; +#endif +} + +/* ShaderData setup for displacement */ + +__device void shader_setup_from_displace(KernelGlobals *kg, ShaderData *sd, + int object, int prim, float u, float v) +{ + float3 P, Ng, I = make_float3(0.0f, 0.0f, 0.0f); + int shader; + + P = triangle_point_MT(kg, prim, u, v); + Ng = triangle_normal_MT(kg, prim, &shader); + + /* force smooth shading for displacement */ + if(shader >= 0) + shader = -shader; + + /* watch out: no instance transform currently */ + + shader_setup_from_sample(kg, sd, P, Ng, I, shader, object, prim, u, v); +} + +/* ShaderData setup from ray into background */ + +__device_inline void shader_setup_from_background(KernelGlobals *kg, ShaderData *sd, const Ray *ray) +{ + /* vectors */ + sd->P = ray->D; + sd->N = -sd->P; + sd->Ng = -sd->P; + sd->I = -sd->P; + sd->shader = kernel_data.background.shader; + sd->flag = 0; + +#ifdef __INSTANCING__ + sd->object = ~0; +#endif + sd->prim = ~0; +#ifdef __UV__ + sd->u = 0.0f; + sd->v = 0.0f; +#endif + +#ifdef __DPDU__ + /* dPdu/dPdv */ + sd->dPdu = make_float3(0.0f, 0.0f, 0.0f); + sd->dPdv = make_float3(0.0f, 0.0f, 0.0f); +#endif + +#ifdef __RAY_DIFFERENTIALS__ + /* differentials */ + sd->dP = ray->dD; + differential_incoming(&sd->dI, sd->dP); + sd->du.dx = 0.0f; + sd->du.dy = 0.0f; + sd->dv.dx = 0.0f; + sd->dv.dy = 0.0f; +#endif +} + +/* BSDF */ + +__device int shader_bsdf_sample(KernelGlobals *kg, const ShaderData *sd, + float randu, float randv, float3 *eval, + float3 *omega_in, differential3 *domega_in, float *pdf) +{ + int label; + + *pdf = 0.0f; + +#ifdef WITH_OSL + if(kg->osl.use) + label = OSLShader::bsdf_sample(sd, randu, randv, *eval, *omega_in, *domega_in, *pdf); + else +#endif + label = svm_bsdf_sample(sd, randu, randv, eval, omega_in, domega_in, pdf); + + return label; +} + +__device float3 shader_bsdf_eval(KernelGlobals *kg, const ShaderData *sd, + const float3 omega_in, float *pdf) +{ + float3 eval; + + *pdf = 0.0f; + +#ifdef WITH_OSL + if(kg->osl.use) + eval = OSLShader::bsdf_eval(sd, omega_in, *pdf); + else +#endif + eval = svm_bsdf_eval(sd, omega_in, pdf); + + return eval; +} + +__device void shader_bsdf_blur(KernelGlobals *kg, ShaderData *sd, float roughness) +{ +#ifdef WITH_OSL + if(!kg->osl.use) +#endif + svm_bsdf_blur(sd, roughness); +} + +/* Emission */ + +__device float3 shader_emissive_eval(KernelGlobals *kg, ShaderData *sd) +{ +#ifdef WITH_OSL + if(kg->osl.use) { + return OSLShader::emissive_eval(sd); + } + else +#endif + { + return svm_emissive_eval(sd); + } +} + +__device void shader_emissive_sample(KernelGlobals *kg, ShaderData *sd, + float randu, float randv, float3 *eval, float3 *I, float *pdf) +{ +#ifdef WITH_OSL + if(kg->osl.use) { + OSLShader::emissive_sample(sd, randu, randv, eval, I, pdf); + } + else +#endif + { + svm_emissive_sample(sd, randu, randv, eval, I, pdf); + } +} + +/* Surface Evaluation */ + +__device void shader_eval_surface(KernelGlobals *kg, ShaderData *sd, + float randb, int path_flag) +{ +#ifdef WITH_OSL + if(kg->osl.use) { + OSLShader::eval_surface(kg, sd, randb, path_flag); + } + else +#endif + { +#ifdef __SVM__ + svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, randb, path_flag); +#else + sd->svm_closure = CLOSURE_BSDF_DIFFUSE_ID; + sd->svm_closure_weight = make_float3(0.8f, 0.8f, 0.8f); +#endif + +#ifdef __CAUSTICS_TRICKS__ + /* caustic tricks */ + if((path_flag & PATH_RAY_DIFFUSE) && (sd->flag & SD_BSDF_GLOSSY)) { + if(kernel_data.integrator.no_caustics) { + sd->flag &= ~(SD_BSDF_GLOSSY|SD_BSDF_HAS_EVAL|SD_EMISSION); + sd->svm_closure = NBUILTIN_CLOSURES; + sd->svm_closure_weight = make_float3(0.0f, 0.0f, 0.0f); + } + else if(kernel_data.integrator.blur_caustics > 0.0f) + shader_bsdf_blur(kg, sd, kernel_data.integrator.blur_caustics); + } +#endif + } +} + +/* Background Evaluation */ + +__device float3 shader_eval_background(KernelGlobals *kg, ShaderData *sd, int path_flag) +{ +#ifdef WITH_OSL + if(kg->osl.use) { + return OSLShader::eval_background(kg, sd, path_flag); + } + else +#endif + { +#ifdef __SVM__ + svm_eval_nodes(kg, sd, SHADER_TYPE_SURFACE, 0.0f, path_flag); +#else + sd->svm_closure_weight = make_float3(0.8f, 0.8f, 0.8f); +#endif + + return sd->svm_closure_weight; + } +} + +/* Volume */ + +__device float3 shader_volume_eval_phase(KernelGlobals *kg, ShaderData *sd, + float3 omega_in, float3 omega_out) +{ +#ifdef WITH_OSL + if(kg->osl.use) { + OSLShader::volume_eval_phase(sd, omega_in, omega_out); + } + else +#endif + { + return volume_eval_phase(sd, omega_in, omega_out); + } +} + +/* Volume Evaluation */ + +__device void shader_eval_volume(KernelGlobals *kg, ShaderData *sd, + float randb, int path_flag) +{ +#ifdef WITH_OSL + if(kg->osl.use) { + OSLShader::eval_volume(kg, sd, randb, path_flag); + } + else +#endif + { +#ifdef __SVM__ + svm_eval_nodes(kg, sd, SHADER_TYPE_VOLUME, randb, path_flag); +#endif + } +} + +/* Displacement Evaluation */ + +__device void shader_eval_displacement(KernelGlobals *kg, ShaderData *sd) +{ + /* this will modify sd->P */ + +#ifdef WITH_OSL + if(kg->osl.use) { + OSLShader::eval_displacement(kg, sd); + } + else +#endif + { +#ifdef __SVM__ + svm_eval_nodes(kg, sd, SHADER_TYPE_DISPLACEMENT, 0.0f, 0); +#endif + } +} + +/* Free ShaderData */ + +__device void shader_release(KernelGlobals *kg, ShaderData *sd) +{ +#ifdef WITH_OSL + if(kg->osl.use) + OSLShader::release(kg, sd); +#endif +} + +CCL_NAMESPACE_END + |