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Diffstat (limited to 'intern/cycles/kernel/svm/svm_closure.h')
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h279
1 files changed, 219 insertions, 60 deletions
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
index 1efadcefbd5..aaf2926f60d 100644
--- a/intern/cycles/kernel/svm/svm_closure.h
+++ b/intern/cycles/kernel/svm/svm_closure.h
@@ -20,28 +20,92 @@ CCL_NAMESPACE_BEGIN
/* Closure Nodes */
-__device void svm_node_closure_bsdf(ShaderData *sd, float *stack, uint4 node, float randb)
+__device void svm_node_glossy_setup(ShaderData *sd, ShaderClosure *sc, int type, float eta, float roughness, bool refract)
+{
+ if(type == CLOSURE_BSDF_REFRACTION_ID) {
+ if(refract)
+ bsdf_refraction_setup(sd, sc, eta);
+ else
+ bsdf_reflection_setup(sd, sc);
+ }
+ else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) {
+ bsdf_microfacet_beckmann_setup(sd, sc, roughness, eta, refract);
+ }
+ else
+ bsdf_microfacet_ggx_setup(sd, sc, roughness, eta, refract);
+}
+
+__device_inline ShaderClosure *svm_node_closure_get(ShaderData *sd)
+{
+#ifdef __MULTI_CLOSURE__
+ ShaderClosure *sc = &sd->closure[sd->num_closure];
+
+ if(sd->num_closure < MAX_CLOSURE)
+ sd->num_closure++;
+
+ return sc;
+#else
+ return &sd->closure;
+#endif
+}
+
+__device_inline void svm_node_closure_set_mix_weight(ShaderClosure *sc, float mix_weight)
+{
+#ifdef __MULTI_CLOSURE__
+ sc->weight *= mix_weight;
+ sc->sample_weight = fabsf(average(sc->weight));
+#endif
+}
+
+__device void svm_node_closure_bsdf(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, float randb, int path_flag)
{
uint type, param1_offset, param2_offset;
+
+#ifdef __MULTI_CLOSURE__
+ uint mix_weight_offset;
+ decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, &mix_weight_offset);
+ float mix_weight = (stack_valid(mix_weight_offset)? stack_load_float(stack, mix_weight_offset): 1.0f);
+
+ if(mix_weight == 0.0f)
+ return;
+#else
decode_node_uchar4(node.y, &type, &param1_offset, &param2_offset, NULL);
+ float mix_weight = 1.0f;
+#endif
float param1 = (stack_valid(param1_offset))? stack_load_float(stack, param1_offset): __int_as_float(node.z);
float param2 = (stack_valid(param2_offset))? stack_load_float(stack, param2_offset): __int_as_float(node.w);
switch(type) {
- case CLOSURE_BSDF_DIFFUSE_ID:
- bsdf_diffuse_setup(sd, sd->N);
+ case CLOSURE_BSDF_DIFFUSE_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+ bsdf_diffuse_setup(sd, sc);
break;
- case CLOSURE_BSDF_TRANSLUCENT_ID:
- bsdf_translucent_setup(sd, sd->N);
+ }
+ case CLOSURE_BSDF_TRANSLUCENT_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+ bsdf_translucent_setup(sd, sc);
break;
- case CLOSURE_BSDF_TRANSPARENT_ID:
- bsdf_transparent_setup(sd);
+ }
+ case CLOSURE_BSDF_TRANSPARENT_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+ bsdf_transparent_setup(sd, sc);
break;
+ }
case CLOSURE_BSDF_REFLECTION_ID:
case CLOSURE_BSDF_MICROFACET_GGX_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_ID: {
- /* roughness */
+#ifdef __CAUSTICS_TRICKS__
+ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
+ break;
+#endif
+
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+
/* index of refraction */
float eta = clamp(1.0f-param2, 1e-5f, 1.0f - 1e-5f);
eta = 1.0f/eta;
@@ -49,26 +113,22 @@ __device void svm_node_closure_bsdf(ShaderData *sd, float *stack, uint4 node, fl
/* fresnel */
float cosNO = dot(sd->N, sd->I);
float fresnel = fresnel_dielectric_cos(cosNO, eta);
+ float roughness = param1;
- sd->svm_closure_weight *= fresnel;
+ sc->weight *= fresnel;
/* setup bsdf */
- if(type == CLOSURE_BSDF_REFLECTION_ID) {
- bsdf_reflection_setup(sd, sd->N);
- }
- else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID) {
- float roughness = param1;
- bsdf_microfacet_beckmann_setup(sd, sd->N, roughness, eta, false);
- }
- else {
- float roughness = param1;
- bsdf_microfacet_ggx_setup(sd, sd->N, roughness, eta, false);
- }
+ svm_node_glossy_setup(sd, sc, type, eta, roughness, false);
break;
}
case CLOSURE_BSDF_REFRACTION_ID:
case CLOSURE_BSDF_MICROFACET_GGX_REFRACTION_ID:
case CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID: {
+#ifdef __CAUSTICS_TRICKS__
+ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
+ break;
+#endif
+
/* index of refraction */
float eta = clamp(1.0f-param2, 1e-5f, 1.0f - 1e-5f);
eta = (sd->flag & SD_BACKFACING)? eta: 1.0f/eta;
@@ -76,34 +136,58 @@ __device void svm_node_closure_bsdf(ShaderData *sd, float *stack, uint4 node, fl
/* fresnel */
float cosNO = dot(sd->N, sd->I);
float fresnel = fresnel_dielectric_cos(cosNO, eta);
- bool refract = (fresnel < randb);
+ float roughness = param1;
+
+#ifdef __MULTI_CLOSURE__
+ /* reflection */
+ ShaderClosure *sc = svm_node_closure_get(sd);
+
+ float3 weight = sc->weight;
+ float sample_weight = sc->sample_weight;
+
+ svm_node_closure_set_mix_weight(sc, mix_weight*fresnel);
+ svm_node_glossy_setup(sd, sc, type, eta, roughness, false);
+
+ /* refraction */
+ sc = svm_node_closure_get(sd);
+
+ sc->weight = weight;
+ sc->sample_weight = sample_weight;
+
+ svm_node_closure_set_mix_weight(sc, mix_weight*(1.0f - fresnel));
+ svm_node_glossy_setup(sd, sc, type, eta, roughness, true);
+#else
+ ShaderClosure *sc = svm_node_closure_get(sd);
+
+ bool refract = (randb > fresnel);
+
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+ svm_node_glossy_setup(sd, sc, type, eta, roughness, refract);
+#endif
- /* setup bsdf */
- if(type == CLOSURE_BSDF_REFRACTION_ID) {
- if(refract)
- bsdf_refraction_setup(sd, sd->N, eta);
- else
- bsdf_reflection_setup(sd, sd->N);
- }
- else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_REFRACTION_ID) {
- float roughness = param1;
- bsdf_microfacet_beckmann_setup(sd, sd->N, roughness, eta, refract);
- }
- else {
- float roughness = param1;
- bsdf_microfacet_ggx_setup(sd, sd->N, roughness, eta, refract);
- }
break;
}
#ifdef __DPDU__
case CLOSURE_BSDF_WARD_ID: {
+#ifdef __CAUSTICS_TRICKS__
+ if(kernel_data.integrator.no_caustics && (path_flag & PATH_RAY_DIFFUSE))
+ break;
+#endif
+
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+
float roughness_u = param1;
float roughness_v = param2;
- bsdf_ward_setup(sd, sd->N, normalize(sd->dPdu), roughness_u, roughness_v);
+
+ bsdf_ward_setup(sd, sc, normalize(sd->dPdu), roughness_u, roughness_v);
break;
}
#endif
case CLOSURE_BSDF_ASHIKHMIN_VELVET_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+
/* sigma */
float sigma = clamp(param1, 0.0f, 1.0f);
@@ -115,55 +199,107 @@ __device void svm_node_closure_bsdf(ShaderData *sd, float *stack, uint4 node, fl
float cosNO = dot(sd->N, sd->I);
float fresnel = fresnel_dielectric_cos(cosNO, eta);
- sd->svm_closure_weight *= fresnel;
+ sc->weight *= fresnel;
- bsdf_ashikhmin_velvet_setup(sd, sd->N, sigma);
+ bsdf_ashikhmin_velvet_setup(sd, sc, sigma);
break;
}
default:
- return;
+ break;
}
}
-__device void svm_node_closure_emission(ShaderData *sd)
+__device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
{
- sd->svm_closure = CLOSURE_EMISSION_ID;
+#ifdef __MULTI_CLOSURE__
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ uint mix_weight_offset = node.y;
+
+ if(stack_valid(mix_weight_offset)) {
+ float mix_weight = stack_load_float(stack, mix_weight_offset);
+
+ if(mix_weight == 0.0f)
+ return;
+
+ sc->weight *= mix_weight;
+ }
+#else
+ ShaderClosure *sc = &sd->closure;
+#endif
+
+ sc->type = CLOSURE_EMISSION_ID;
sd->flag |= SD_EMISSION;
}
-__device void svm_node_closure_background(ShaderData *sd)
+__device void svm_node_closure_background(ShaderData *sd, uint4 node)
{
- sd->svm_closure = CLOSURE_BACKGROUND_ID;
+#ifdef __MULTI_CLOSURE__
+ ShaderClosure *sc = svm_node_closure_get(sd);
+#else
+ ShaderClosure *sc = &sd->closure;
+#endif
+
+ sc->type = CLOSURE_BACKGROUND_ID;
}
-__device void svm_node_closure_holdout(ShaderData *sd)
+__device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
{
- sd->svm_closure = CLOSURE_HOLDOUT_ID;
+#ifdef __MULTI_CLOSURE__
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ uint mix_weight_offset = node.y;
+
+ if(stack_valid(mix_weight_offset)) {
+ float mix_weight = stack_load_float(stack, mix_weight_offset);
+
+ if(mix_weight == 0.0f)
+ return;
+
+ sc->weight = make_float3(mix_weight, mix_weight, mix_weight);
+ }
+ else
+ sc->weight = make_float3(1.0f, 1.0f, 1.0f);
+
+ sc->sample_weight = 0.0f;
+#else
+ ShaderClosure *sc = &sd->closure;
+#endif
+
+ sc->type = CLOSURE_HOLDOUT_ID;
sd->flag |= SD_HOLDOUT;
}
/* Closure Nodes */
+__device_inline void svm_node_closure_store_weight(ShaderData *sd, float3 weight)
+{
+#ifdef __MULTI_CLOSURE__
+ sd->closure[sd->num_closure].weight = weight;
+#else
+ sd->closure.weight = weight;
+#endif
+}
+
__device void svm_node_closure_set_weight(ShaderData *sd, uint r, uint g, uint b)
{
- sd->svm_closure_weight.x = __int_as_float(r);
- sd->svm_closure_weight.y = __int_as_float(g);
- sd->svm_closure_weight.z = __int_as_float(b);
+ float3 weight = make_float3(__int_as_float(r), __int_as_float(g), __int_as_float(b));
+ svm_node_closure_store_weight(sd, weight);
}
__device void svm_node_emission_set_weight_total(KernelGlobals *kg, ShaderData *sd, uint r, uint g, uint b)
{
- sd->svm_closure_weight.x = __int_as_float(r);
- sd->svm_closure_weight.y = __int_as_float(g);
- sd->svm_closure_weight.z = __int_as_float(b);
+ float3 weight = make_float3(__int_as_float(r), __int_as_float(g), __int_as_float(b));
if(sd->object != ~0)
- sd->svm_closure_weight /= object_surface_area(kg, sd->object);
+ weight /= object_surface_area(kg, sd->object);
+
+ svm_node_closure_store_weight(sd, weight);
}
__device void svm_node_closure_weight(ShaderData *sd, float *stack, uint weight_offset)
{
- sd->svm_closure_weight = stack_load_float3(stack, weight_offset);
+ float3 weight = stack_load_float3(stack, weight_offset);
+
+ svm_node_closure_store_weight(sd, weight);
}
__device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node)
@@ -172,37 +308,59 @@ __device void svm_node_emission_weight(KernelGlobals *kg, ShaderData *sd, float
uint strength_offset = node.z;
uint total_power = node.w;
- sd->svm_closure_weight = stack_load_float3(stack, color_offset)*stack_load_float(stack, strength_offset);
+ float3 weight = stack_load_float3(stack, color_offset)*stack_load_float(stack, strength_offset);
if(total_power && sd->object != ~0)
- sd->svm_closure_weight /= object_surface_area(kg, sd->object);
+ weight /= object_surface_area(kg, sd->object);
+
+ svm_node_closure_store_weight(sd, weight);
}
__device void svm_node_mix_closure(ShaderData *sd, float *stack,
- uint weight_offset, uint node_jump, int *offset, float *randb)
+ uint4 node, int *offset, float *randb)
{
+#ifdef __MULTI_CLOSURE__
+ /* fetch weight from blend input, previous mix closures,
+ and write to stack to be used by closure nodes later */
+ uint weight_offset, in_weight_offset, weight1_offset, weight2_offset;
+ decode_node_uchar4(node.y, &weight_offset, &in_weight_offset, &weight1_offset, &weight2_offset);
+
float weight = stack_load_float(stack, weight_offset);
- weight = clamp(weight, 0.0f, 1.0f);
+ float in_weight = (stack_valid(in_weight_offset))? stack_load_float(stack, in_weight_offset): 1.0f;
+ if(stack_valid(weight1_offset))
+ stack_store_float(stack, weight1_offset, in_weight*(1.0f - weight));
+ if(stack_valid(weight2_offset))
+ stack_store_float(stack, weight2_offset, in_weight*weight);
+#else
/* pick a closure and make the random number uniform over 0..1 again.
closure 1 starts on the next node, for closure 2 the start is at an
offset from the current node, so we jump */
+ uint weight_offset = node.y;
+ uint node_jump = node.z;
+ float weight = stack_load_float(stack, weight_offset);
+ weight = clamp(weight, 0.0f, 1.0f);
+
if(*randb < weight) {
*offset += node_jump;
*randb = *randb/weight;
}
else
*randb = (*randb - weight)/(1.0f - weight);
+#endif
}
__device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
uint node_jump, int *offset, float *randb, float *closure_weight)
{
- float weight = 0.5f;
-
+#ifdef __MULTI_CLOSURE__
+ /* nothing to do, handled in compiler */
+#else
/* pick one of the two closures with probability 0.5. sampling quality
is not going to be great, for that we'd need to evaluate the weights
of the two closures being added */
+ float weight = 0.5f;
+
if(*randb < weight) {
*offset += node_jump;
*randb = *randb/weight;
@@ -211,6 +369,7 @@ __device void svm_node_add_closure(ShaderData *sd, float *stack, uint unused,
*randb = (*randb - weight)/(1.0f - weight);
*closure_weight *= 2.0f;
+#endif
}
CCL_NAMESPACE_END