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Diffstat (limited to 'intern/cycles/kernel/svm/svm_closure.h')
-rw-r--r--intern/cycles/kernel/svm/svm_closure.h424
1 files changed, 424 insertions, 0 deletions
diff --git a/intern/cycles/kernel/svm/svm_closure.h b/intern/cycles/kernel/svm/svm_closure.h
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+++ b/intern/cycles/kernel/svm/svm_closure.h
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+/*
+ * 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.
+ */
+
+CCL_NAMESPACE_BEGIN
+
+/* Closure Nodes */
+
+__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: {
+ 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: {
+ 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: {
+ 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: {
+#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 = param1;
+
+ /* setup bsdf */
+ if(type == CLOSURE_BSDF_REFLECTION_ID)
+ bsdf_reflection_setup(sd, sc);
+ else if(type == CLOSURE_BSDF_MICROFACET_BECKMANN_ID)
+ bsdf_microfacet_beckmann_setup(sd, sc, roughness, 1.0f, false);
+ else
+ bsdf_microfacet_ggx_setup(sd, sc, roughness, 1.0f, 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 = fmaxf(param2, 1.0f + 1e-5f);
+ eta = (sd->flag & SD_BACKFACING)? 1.0f/eta: eta;
+
+ /* fresnel */
+ float cosNO = dot(sd->N, sd->I);
+ float fresnel = fresnel_dielectric_cos(cosNO, eta);
+ 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
+
+ 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, 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);
+ bsdf_ashikhmin_velvet_setup(sd, sc, sigma);
+ break;
+ }
+ default:
+ break;
+ }
+}
+
+__device void svm_node_closure_volume(KernelGlobals *kg, ShaderData *sd, float *stack, uint4 node, 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_VOLUME_TRANSPARENT_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+
+ float density = param1;
+ volume_transparent_setup(sd, sc, density);
+ break;
+ }
+ case CLOSURE_VOLUME_ISOTROPIC_ID: {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ svm_node_closure_set_mix_weight(sc, mix_weight);
+
+ float density = param1;
+ volume_isotropic_setup(sd, sc, density);
+ break;
+ }
+ default:
+ break;
+ }
+}
+
+__device void svm_node_closure_emission(ShaderData *sd, float *stack, uint4 node)
+{
+#ifdef __MULTI_CLOSURE__
+ 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;
+
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->weight *= mix_weight;
+ sc->type = CLOSURE_EMISSION_ID;
+ }
+ else {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->type = CLOSURE_EMISSION_ID;
+ }
+
+#else
+ ShaderClosure *sc = &sd->closure;
+ sc->type = CLOSURE_EMISSION_ID;
+#endif
+
+ sd->flag |= SD_EMISSION;
+}
+
+__device void svm_node_closure_background(ShaderData *sd, float *stack, uint4 node)
+{
+#ifdef __MULTI_CLOSURE__
+ 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;
+
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->weight *= mix_weight;
+ sc->type = CLOSURE_BACKGROUND_ID;
+ }
+ else {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->type = CLOSURE_BACKGROUND_ID;
+ }
+
+#else
+ ShaderClosure *sc = &sd->closure;
+ sc->type = CLOSURE_BACKGROUND_ID;
+#endif
+}
+
+__device void svm_node_closure_holdout(ShaderData *sd, float *stack, uint4 node)
+{
+#ifdef __MULTI_CLOSURE__
+ 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;
+
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->weight = make_float3(mix_weight, mix_weight, mix_weight);
+ sc->type = CLOSURE_HOLDOUT_ID;
+ }
+ else {
+ ShaderClosure *sc = svm_node_closure_get(sd);
+ sc->weight = make_float3(1.0f, 1.0f, 1.0f);
+ sc->type = CLOSURE_HOLDOUT_ID;
+ }
+#else
+ ShaderClosure *sc = &sd->closure;
+ sc->type = CLOSURE_HOLDOUT_ID;
+#endif
+
+ 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)
+{
+ 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)
+{
+ float3 weight = make_float3(__int_as_float(r), __int_as_float(g), __int_as_float(b));
+
+ if(sd->object != ~0)
+ 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)
+{
+ 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)
+{
+ uint color_offset = node.y;
+ uint strength_offset = node.z;
+ uint total_power = node.w;
+
+ float strength = stack_load_float(stack, strength_offset);
+ float3 weight = stack_load_float3(stack, color_offset)*strength;
+
+ if(total_power && sd->object != ~0)
+ weight /= object_surface_area(kg, sd->object);
+
+ svm_node_closure_store_weight(sd, weight);
+}
+
+__device void svm_node_mix_closure(ShaderData *sd, float *stack,
+ 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);
+ 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)
+{
+#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;
+ }
+ else
+ *randb = (*randb - weight)/(1.0f - weight);
+
+ *closure_weight *= 2.0f;
+#endif
+}
+
+CCL_NAMESPACE_END
+