diff options
Diffstat (limited to 'intern/cycles/kernel/kernel_subsurface.h')
-rw-r--r-- | intern/cycles/kernel/kernel_subsurface.h | 155 |
1 files changed, 28 insertions, 127 deletions
diff --git a/intern/cycles/kernel/kernel_subsurface.h b/intern/cycles/kernel/kernel_subsurface.h index 80dda31c61e..e8553d84547 100644 --- a/intern/cycles/kernel/kernel_subsurface.h +++ b/intern/cycles/kernel/kernel_subsurface.h @@ -69,44 +69,42 @@ ccl_device_inline float3 subsurface_scatter_eval(ShaderData *sd, } /* replace closures with a single diffuse bsdf closure after scatter step */ -ccl_device void subsurface_scatter_setup_diffuse_bsdf(KernelGlobals *kg, ShaderData *sd, const ShaderClosure *sc, float3 weight, bool hit, float3 N) +ccl_device void subsurface_scatter_setup_diffuse_bsdf(KernelGlobals *kg, ShaderData *sd, const ShaderClosure *sc, float3 weight, float3 N) { sd->flag &= ~SD_CLOSURE_FLAGS; sd->num_closure = 0; sd->num_closure_left = kernel_data.integrator.max_closures; - if(hit) { - Bssrdf *bssrdf = (Bssrdf *)sc; + Bssrdf *bssrdf = (Bssrdf *)sc; #ifdef __PRINCIPLED__ - if(bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_ID || - bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID) - { - PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf*)bsdf_alloc(sd, sizeof(PrincipledDiffuseBsdf), weight); - - if(bsdf) { - bsdf->N = N; - bsdf->roughness = bssrdf->roughness; - sd->flag |= bsdf_principled_diffuse_setup(bsdf); - - /* replace CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID with this special ID so render passes - * can recognize it as not being a regular Disney principled diffuse closure */ - bsdf->type = CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID; - } + if(bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_ID || + bssrdf->type == CLOSURE_BSSRDF_PRINCIPLED_RANDOM_WALK_ID) + { + PrincipledDiffuseBsdf *bsdf = (PrincipledDiffuseBsdf*)bsdf_alloc(sd, sizeof(PrincipledDiffuseBsdf), weight); + + if(bsdf) { + bsdf->N = N; + bsdf->roughness = bssrdf->roughness; + sd->flag |= bsdf_principled_diffuse_setup(bsdf); + + /* replace CLOSURE_BSDF_PRINCIPLED_DIFFUSE_ID with this special ID so render passes + * can recognize it as not being a regular Disney principled diffuse closure */ + bsdf->type = CLOSURE_BSDF_BSSRDF_PRINCIPLED_ID; } - else if(CLOSURE_IS_BSDF_BSSRDF(bssrdf->type) || - CLOSURE_IS_BSSRDF(bssrdf->type)) + } + else if(CLOSURE_IS_BSDF_BSSRDF(bssrdf->type) || + CLOSURE_IS_BSSRDF(bssrdf->type)) #endif /* __PRINCIPLED__ */ - { - DiffuseBsdf *bsdf = (DiffuseBsdf*)bsdf_alloc(sd, sizeof(DiffuseBsdf), weight); + { + DiffuseBsdf *bsdf = (DiffuseBsdf*)bsdf_alloc(sd, sizeof(DiffuseBsdf), weight); - if(bsdf) { - bsdf->N = N; - sd->flag |= bsdf_diffuse_setup(bsdf); + if(bsdf) { + bsdf->N = N; + sd->flag |= bsdf_diffuse_setup(bsdf); - /* replace CLOSURE_BSDF_DIFFUSE_ID with this special ID so render passes - * can recognize it as not being a regular diffuse closure */ - bsdf->type = CLOSURE_BSDF_BSSRDF_ID; - } + /* replace CLOSURE_BSDF_DIFFUSE_ID with this special ID so render passes + * can recognize it as not being a regular diffuse closure */ + bsdf->type = CLOSURE_BSDF_BSSRDF_ID; } } } @@ -148,7 +146,7 @@ ccl_device void subsurface_color_bump_blur(KernelGlobals *kg, if(bump || texture_blur > 0.0f) { /* average color and normal at incoming point */ - shader_eval_surface(kg, sd, state, state->flag, kernel_data.integrator.max_closures); + shader_eval_surface(kg, sd, state, state->flag); float3 in_color = shader_bssrdf_sum(sd, (bump)? N: NULL, NULL); /* we simply divide out the average color and multiply with the average @@ -334,104 +332,7 @@ ccl_device_noinline void subsurface_scatter_multi_setup( subsurface_color_bump_blur(kg, sd, state, &weight, &N); /* Setup diffuse BSDF. */ - subsurface_scatter_setup_diffuse_bsdf(kg, sd, sc, weight, true, N); -} - -/* subsurface scattering step, from a point on the surface to another nearby point on the same object */ -ccl_device void subsurface_scatter_step(KernelGlobals *kg, ShaderData *sd, ccl_addr_space PathState *state, - const ShaderClosure *sc, uint *lcg_state, float disk_u, float disk_v, bool all) -{ - float3 eval = make_float3(0.0f, 0.0f, 0.0f); - - /* pick random axis in local frame and point on disk */ - float3 disk_N, disk_T, disk_B; - float pick_pdf_N, pick_pdf_T, pick_pdf_B; - - disk_N = sd->Ng; - make_orthonormals(disk_N, &disk_T, &disk_B); - - if(disk_v < 0.5f) { - pick_pdf_N = 0.5f; - pick_pdf_T = 0.25f; - pick_pdf_B = 0.25f; - disk_v *= 2.0f; - } - else if(disk_v < 0.75f) { - float3 tmp = disk_N; - disk_N = disk_T; - disk_T = tmp; - pick_pdf_N = 0.25f; - pick_pdf_T = 0.5f; - pick_pdf_B = 0.25f; - disk_v = (disk_v - 0.5f)*4.0f; - } - else { - float3 tmp = disk_N; - disk_N = disk_B; - disk_B = tmp; - pick_pdf_N = 0.25f; - pick_pdf_T = 0.25f; - pick_pdf_B = 0.5f; - disk_v = (disk_v - 0.75f)*4.0f; - } - - /* sample point on disk */ - float phi = M_2PI_F * disk_v; - float disk_height, disk_r; - - bssrdf_sample(sc, disk_u, &disk_r, &disk_height); - - float3 disk_P = (disk_r*cosf(phi)) * disk_T + (disk_r*sinf(phi)) * disk_B; - - /* create ray */ - Ray ray; - ray.P = sd->P + disk_N*disk_height + disk_P; - ray.D = -disk_N; - ray.t = 2.0f*disk_height; - 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 */ - LocalIntersection ss_isect; - scene_intersect_local(kg, ray, &ss_isect, sd->object, lcg_state, 1); - - /* evaluate bssrdf */ - if(ss_isect.num_hits > 0) { - float3 origP = sd->P; - - /* Workaround for AMD GPU OpenCL compiler. Most probably cache bypass issue. */ -#if defined(__SPLIT_KERNEL__) && defined(__KERNEL_OPENCL_AMD__) && defined(__KERNEL_GPU__) - kernel_split_params.dummy_sd_flag = sd->flag; -#endif - /* setup new shading point */ - shader_setup_from_subsurface(kg, sd, &ss_isect.hits[0], &ray); - - /* Probability densities for local frame axes. */ - float pdf_N = pick_pdf_N * fabsf(dot(disk_N, sd->Ng)); - float pdf_T = pick_pdf_T * fabsf(dot(disk_T, sd->Ng)); - float pdf_B = pick_pdf_B * fabsf(dot(disk_B, sd->Ng)); - - /* Multiple importance sample between 3 axes, power heuristic - * found to be slightly better than balance heuristic. pdf_N - * in the MIS weight and denominator cancelled out. */ - float w = pdf_N / (sqr(pdf_N) + sqr(pdf_T) + sqr(pdf_B)); - w *= ss_isect.num_hits; - - /* Real distance to sampled point. */ - float r = len(sd->P - origP); - - /* Evaluate profiles. */ - eval = subsurface_scatter_eval(sd, sc, disk_r, r, all) * w; - } - - /* optionally blur colors and bump mapping */ - float3 N = sd->N; - subsurface_color_bump_blur(kg, sd, state, &eval, &N); - - /* setup diffuse bsdf */ - subsurface_scatter_setup_diffuse_bsdf(kg, sd, sc, eval, (ss_isect.num_hits > 0), N); + subsurface_scatter_setup_diffuse_bsdf(kg, sd, sc, weight, N); } /* Random walk subsurface scattering. |